Magic Item Construction & Analysis
9Magic Item Construction
There are several basic rules about the general use of magic items that should be mentioned here. These rules apply to any magic item unless specifically stated otherwise.
First, there are two basic types of magic items. One type is the item that is always “turned on”, or active. These include such effects as armor and weapon bonuses and Resistance spells. A complete list of permitted always-on effects is given later. The other type is the item that must be “activated” specifically in order to be used. This type includes most wands and staves, and almost any item that acts for a limited duration at one time. The Special Powers of an intelligent weapon often fall in this category, as do many rings.
In general, using a magic item that must be activated is the same as casting a spell, in that you may do this no more than once per Turn (6 Phases). Thus, you could not activate a magic item in Phase 1 of Turn 1 and then another item in Phase 2. The second item could not be activated until Phase 1 of Turn 2. You could also not cast a spell (magical or clerical) less than 6 Phases after activating a magic item.
With only a few exceptions any item that uses charges, either on a daily basis or total storage, must be activated for it to be used.
Normally, any item that must be activated becomes active instantly, at the Dexterity Count of activation. The Dexterity Count for activation of a magic item is figured as follows: The Dexterity of the activator is added to a roll of 2 six sided dice (2-12); from this total, a number equal to the Level of the spell is subtracted. In cases where the item has been constructed specifically as Spell Storing, no matter which method is used to refill the item, the subtracted number should be the Spell Point cost of the spell to the caster who filled (or made) it, rather than its level. Thus, a Ring of Invisibility would take 2 Dexterity Counts to activate, and a Spell Storing Ring with Fireball in it would take 6 Dexterity Counts to activate. There are two special exceptions to this rule: Potions (which take from 1 Phase to 1 Turn to become active), and magical wands and staves, which are specifically activated by a magical spell. For wands and staves, the time delay for activation is equal to the Spell Point cost of the activation spell. Thus, a normal wand being activated by a normal Magic User would take 1 Dexterity Count for activation, since Activate Wand (1M) costs 1 Spell Point. Thus, the activation of most magic items is quicker than the casting of a similar spell (which is one of the reasons why magic items are constructed).
Potions normally stay active for 7 to 12 Turns. In addition, after the effects of a given potion fade, a time equal to the active time of the potion must pass before the same type of potion is used again. The exceptions are listed in the potion descriptions. A normal person can drink two potions per Turn, three if hastened (you can drink faster, but it does not come out of the flask faster). A potion can be poured down the throat of an unconscious person with a 1/6 chance of it being swallowed and working, and a 1/6 chance of the person choking on it and taking a die of damage. This takes one Turn.
If a continuously active magic item is somehow deactivated (either by restrictions of the item or by being temporarily dispelled or damped out) it will normally become active again 1 Turn after the shutdown, if it is not still prevented from functioning. If more than 1 Turn passes while the item is prevented from functioning, it will become active immediately when able to.
A Dispel Magic spell of sufficient power (determined relative to the level of the magic item, i.e. 6th for Wands, 8th for Staves, and 10th for most other items) would deactivate a magic item that must be activated. Such an item would have to be activated again (if possible) to turn back on. Even if the item was only activated for 1 Dexterity Count or less, it counts as a full activation for purposes of charges used or restrictions in usage per day. Thus, if an item is activated at the same Dexterity Count as it is deactivated, a charge is used up to no effect. Dispel Magic will turn off most “always-on” enchantments for 1 Turn, with the specific exceptions of the basic attack, defense and damage bonuses on magical weapons, armor and shields. Thus, a Dispel Magic would turn off a Special Power in a weapon, but not the extra Attack Levels or Damage Bonus that the weapon gives in combat, and would have no effect on the basic defense levels added by armor or shield.
A Magic Damping Field or a Protection from Magic Scroll will prevent all magic items from functioning while within the volume covered. Items that must be specifically activated are considered deactivated by such coverage. Constantly-activated items will turn themselves back on under the same rule as if hit by a Dispel Magic, again with the exception of magical armor and weapons, whose basic enchantments become effective immediately upon leaving a damping field or scroll.
Potions that have already taken effect but that have not yet expired count as an always-active item in the above rules. Potions that have not yet taken effect count as an item that must be activated. A potion with a gradual effect (i.e., Healing) can be terminated any time before its effect is completed, as if it were a magic item that required activation. Any partial effects that are in themselves permanent (2 points healed out of 6 to be done, for example) are not removed.
The physical destruction of any magic item immediately terminates any ongoing effects caused by the item. This means that if a scroll of Charm Person was used to charm a victim, the destruction of the scroll will terminate the Charm. However, the destruction of a magic item will not remove a permanent effect already conferred (magical damage already caused by a weapon, for example). Thus, the destruction of a Lightning Bolt wand will not remove the damage caused by an already cast Lightning Bolt from that Wand.
Some items increase the strength of a character, and use of these has some special limitations. These limitations apply to strength increases gained from spells as well. If the characters’ strength is increased by more than 20 points, then the increase can only be gained once per day, and can last for no more than 12 turns. If the strength increase is between 12 and 20 points, then this can be obtained no more often than 1 day out of every 2 (that is, there must be a full day of rest in between full days of increased strength.)
Basic Construction Rules
A Magic User of at least 11th level, termed a Wizard, may construct magic items. For this purpose, the Illusionist, Spellsinger, and Elf classes also all qualify at 11th. Spellcasters who are able to cast a 4th level spell, may only use Construction Scrolls, previously written by Wizards. Lower level Magic Users may not perform any kind of construction.
Magic construction has certain requirements and costs. First, the Wizard needs a place to do the enchantments undisturbed. A stronghold will do, or a laboratory such as an Alchemist uses (described later). Next, the Wizard completely describes the item to be built. Except for intelligent weapons, only one Wizard may work on any item, or add additional enchantments later. The construction process does not have to be an unbroken block of time, however. The Wizard is free to sneak away from time to time, but if he dies, someone else can never complete the item.
Third, the Wizard must have available the spells to be put in the item and must be of sufficient level to control them. For example, a Ring of Fire Resistance is based on the 4th level spell Fire Resistance. A Wizard can build this item if he can cast Fire Resistance as a memorized spell or has a scroll of Fire Resistance and knows the 1st level magical spell Read Magic. Note that a Wizard is automatically high enough level to handle a 4th level spell, but only a 12th level Wizard or higher could build a Ring of Energy Resistance. Quite a lot of magic item enchantments are not based on spells found in the normal spell lists, though. Using one of these special effects, enumerated later, requires that the builder use up a spell opening of the correct level to memorize the enchantment. In essence, these are construction spells that cannot be cast normally.
Fourth, the builder must expend a number of Spell Points, often thousands of points, and a number of Gold Pieces. The Spell Point expenditure represents the time and effort that go into the building and the Gold Piece cost represents the expensive special materials needed. The materials cost for most items are equal to ½ the Spell Point cost (always round up). Optionally, the referee can specify certain ingredients to be used that are difficult and dangerous to obtain. For example, a Ring of Fire Resistance might require the skin of a salamander or the tongue of a red dragon. These ingredients can be instead of or in addition to the normal Gold Piece cost.
Finally, if the Wizard is attempting to build something new for him, he may have to use the optional research rules (see below). Magic Users reading Construction Scrolls are exempt from this.
Calculating Item Costs
Items are of two types in terms of cost. Some magical items are based upon spells and have the same or similar effect. Their costs depend on the level of the spell and the Spell Point cost to the person who makes the item. So, a staff of Micro-Ball will be cheaper to construct for a Magic User who specializes in Class II magic, because the spell itself is cheaper.
Other magic items are not based upon specific spells that can be cast, but rather use the so-called construction spells. These have set Spell Point costs that in general cannot be modified by changing the level of effect, maximum range, and so on. The guideline is that if a modifier makes no difference for a particular item, it cannot be applied. Forbidden modifiers would include level of effect for an enchanted shield or making a halberd usable only by Fighters (since this is already the case).
Researching Magic Items
The first attempt to construct an item is not automatic, but must be researched. The base chance of success is 10%, modified as follows:
+½ the Wizard’s experience bonus
+10% for each previous failure
+5% for using Magic Analysis (3M) on an item based on the same spell,
+10% for using Magic Analysis on an identical item
+5% for using notes from a previous researcher who built a similar item
+10% for using notes from a researcher who built an identical item
Each of these bonuses may be applied once. For example, an Intelligence 16 Magic User, having a 10% experience bonus, would have a 15% chance of building a Ring of Fire Resistance on the first try, 25% on the second try, and so on. These numbers would be increased by 10% for using Magic Analysis on an existing Ring of Fire Resistance or by 5% for analyzing an Amulet of Fire Resistance, which is a similar item, but not identical.
Each failed construction attempt must be checked to see if a cursed item was constructed instead. The chance of mistakenly constructing a cursed item is 10% minus half the Wizard’s experience bonus. A cursed item functions, but not correctly. In most cases, the item will have a reverse effect or have harmful side effects. This should be determined randomly by the referee from a list of appropriate options. A Ring of Cold Resistance gone wrong might make the user more susceptible to cold than normal, but it would not turn him into a frog. Research failures that do not result in cursed items do nothing. Once a cursed item is produced, the Wizard may attempt to deliberately reproduce it, starting as though it was his second attempt. He may even use Magic Analysis on the first cursed item as a bonus.
Once an item is successfully produced, all further attempts are automatically successful. If the Magic User wishes to make a slightly different item, he may or may not have to begin the research process again. A cheaper item that is otherwise identical can be made automatically. For example, if the Wizard researched the ability to add defense levels to chain armor (see Constructing Armor), he can treat leather armor successfully. Enchantments that can be broken down into increments may be researched all at once or in steps. Thus, construction of a mace +3 damage may be attempted in one go, or the Magic User may succeed first at +1 damage, then at raising +1 to +2, and so on. When construction spells such as these are successfully researched and then attempted in a more expensive form, the Magic User may start his new attempt at the chance that was most recently successful. So, if the mace +1 damage succeeded at a 25% chance, that is the first success chance for a mace +2. This is true for attack levels, damage bonuses, intelligence, weapon repair, and others.
The full gold piece cost of an attempt must be spent whether it is successful or not. Spell scrolls and construction scrolls do not need to be researched. Potions made by a Magic User use a different research process (see Making Potions). Item repair is slightly different.
Constructing Armor and Shields
Armor and shields may be enchanted with various powers, but most commonly have magical defense levels (see table). The construction spell for armor is also used on horse Barding and the similar spell for shields also enchants bucklers. Neither spell may be used for normal clothing or anything else that does not function as armor or shield.
Armor and Shield Abilities
|Spell |Level |SP |
|Armor Defense Levels |2 |see table |
|Shield Defense Levels |2 |see table |
|Jeweled Shield |5 |10000 |
|Mirrored Shield |6 |12000 |
|Soul Trapping Shield |7 |21000 |
Armor and shields may be enchanted up to +3 defense. The Spell Point cost for enchanting a shield is 500 for +1, 1000 to raise a +1 shield to +2, and 1500 from +2 to +3. The costs for armor depends on its type, see the chart. These levels add to the user’s defense levels from all other sources and with each other, although powers in a shield normally only apply versus opponents that the shield itself can be used against or versus attacks from the direction the shield faces. The defense levels put in a magic item also modify an opponent’s weapon breakage chance (see Weapon Breakage in Combat) and improve the item’s Saving Throw against destructive magic.
|Armor |to +1 |+1 to +2 |+2 to +3 |
|Shield |500 |1000 |1500 |
|Leather |1200 |1500 |1800 |
|Chain |1500 |1875 |2250 |
|Brigantine |1600 |2000 |2400 |
|Chain-Plate |1750 |2188 |2625 |
|Plate |2000 |2500 |3000 |
Besides defense levels, various other spells can be put in armor or shields. Jeweled and mirrored Shields are found in the magic item descriptions. Otherwise, use the cost formulas described under Miscellaneous Magic, remembering that anything in addition to defense levels will give the item multiple powers and may not be a Favored Form (see below). Most powers are unrelated to defense levels, thus incurring the highest cost multiplier. One exception is Protection, which is closely related.
When armor is enchanted, a whole suit is treated at once. The wearer of magical armor may want to swap out pieces in favor of magical gauntlets, helm, girdle, or boots that have other powers. These pieces should have defense levels at least equal to the rest of the suit or the user’s protection suffers (in a manner determined by the referee). Such already magical items can be enchanted as part of the rest of the suit from the beginning. Alternatively, a single magical item of the specified shape can be enchanted with the armor defense spell for half the Spell Point cost of a suit of plate. (By the way, a pair of gauntlets or boots counts as one item.) The cost multiplier described later for multiple powers in an item does not apply in this case, because an armored helm, for example, provides no defense levels by itself, but only as part of the complete armor.
Constructing Non-Intelligent Weapons
Non-Intelligent weapons are those without the Add Intelligence spell, and usually have very simple powers. For enchantment purposes, these weapons are divided into melee weapons, projectiles, and projectors. Projectors are bows, crossbows, slings, and occasional odd devices such as the atlatl. Projectiles are fired from projectors or are hand thrown: arrows, quarrels, sling balls, javelins, and so on. Melee weapons are hand-held implements that strike the opponent while still in the hand. Some of these can also be thrown and may be given selected projectile enchantments at the non-favored form cost.
The common enchantments for non-intelligent weapons are damage bonus and attack levels. These are unrelated powers, so to put both in an item will double the cost for each (see the Multiple Powers rules on page 10). Projectiles and thrown weapons may receive accuracy bonuses and perhaps the special Returning spell. Damage bonuses in projectiles are much less common, but possible. The Gold Piece cost for any spells added to weapons is 1 per Spell Point.
The first step in constructing a melee weapon is to give it a basic enchantment of +0. The cost is based on the weapon length listed on the attack matrix, as
Weapon+0 = 200 (weapon length).
At this point, the item could instead be made into an intelligent weapon (q.v.), but not after any further enchantment is done. The effect of the required +0 enchantment is to make the weapon magical and to improve its Saving Throw.
The next enchantment commonly given to non-intelligent weapons is a damage bonus, which will add a certain amount of damage per die that the weapon normally does. The maximum damage bonus is +3 and the cost is based on the dice of damage that the weapon does. Specifically,
Weapon damage +0 to +1 = 750 SP/base die,
Weapon damage +1 to +2 = 1250 SP/base die,
Weapon damage +2 to +3 = 1750 SP/base die.
Therefore, a mace +1 will cost 1500 Spell Points, because it does a base two dice of damage, and a dagger +1 will cost 750 points.
Non-intelligent weapons may be given an attack level bonus of up to +3. The cost is based on the weight of the weapon, as
Weapon attack +0 to +1 = 300 SP/pound,
Weapon attack +1 to +2 = 600 SP/pound,
Weapon attack +2 to +3 = 900 SP/pound.
This is, by the way, the same as the attack bonus described under Intelligent Weapons (below), but in a non-favored form. Attack and damage bonuses are unrelated powers, so adding both to the same weapon will cost double.
A weapon projector such as a bow may be given an enchantment to increase its accuracy. The maximum bonus is +15% and is based on the base number of damage dice that it does (or rather, that a projectile fired from it does). The enchantment is performed in 5% steps as
Projector +5% accuracy = 2000 SP/base die,
Projector +5% to +10% = 3000 SP/base die,
Projector +10% to +15% = 4000 SP/base die.
Therefore, a sling +5% would cost 2000 Spell Points, but a light crossbow +5% would cost 1½ times as much and a heavy crossbow would cost 3 times as much.
A projectile weapon may also be given an accuracy bonus, which adds to the bonus from a projector. The cost is figured per die of damage as
Projectile +5% accuracy = 100 SP/base die,
Projectile +5% to +10% = 200 SP/base die,
Projectile +10% to +15% = 300 SP/base die.
A melee weapon that can be thrown may also receive this enchantment. A projectile weapon may also be enchanted with a damage bonus at the same cost per +1 as accuracy costs per +5%. In a weapon with multiple abilities, accuracy bonus is unrelated to damage bonus but closely related to attack.
There is a special enchantment that allows a fired or thrown projectile to return to the caster. The cost for this 6th level Returning spell is 3750 per base die of damage, which is often reduced by limiting it to work for certain categories of users. (See Miscellaneous Modifiers.)
Striking, based on Smiting (6M), may be added to impact weapons in amounts of 1, 2, or 3 dice. The cost is 7200 plus 1200 per die, multiplied by any factor for multiple powers.
Constructing Intelligent Weapons
A non-intelligent weapon that has been enchanted to +0 as described above may then be given actual self-awareness. It then becomes intelligent and the enchantment possibilities are somewhat different and more numerous. For reasons of the symbology of magic, it is easier to bind intelligence into swords and daggers than into other shapes of weapon. Swords and daggers is the Favored Form for both intelligence and most other abilities that such a weapon may have.
|Spell |Level |SP |
|Weapon +0 |1 |200L |
|Intelligence 1 |5 |2000 |
|Intelligence n-1 to n | |100n |
|Attack +1 | |200/lb |
|Attack +1 to +2 |2 |400/lb |
|Attack +2 to +3 | |600/lb |
|Damage +1 | |1125/die |
|Damage +1 to +2 |2 |1875/die |
|Damage +2 to +3 | |2625/die |
|Bow (Projector) +5% | |3000/die |
|Bow +5% to +10% |2 |4500/die |
|Bow +10% to +15% | |6000/die |
|Arrow (Projectile) +5% | |150/die |
|Arrow +5% to +10% |2 |300/die |
|Arrow +10% to +15% | |450/die |
|Add Language |1 |100LP |
|Add Detect |varies |1000S |
|Flaming |2 |2000 |
|Extra Blow |4 |6000? |
|Drain 1 LL |5 |5000 |
|Drain 1 LL to 2 LL | |5000 |
|Purpose: Defeat | |8000 |
|Purpose: Slay |6 |16000 |
|Purpose: Destroy | |24000 |
|Returning |6 |3750 |
|Weapon Summon |6 |12000 |
|Striking |6 |7200 + 1200/die? |
|Activated Power |varies |1200 |
|Continuous Power |varies |Max.(1000S, 2000L) |
Intelligent Weapon Abilities
Intelligence for weapons is measured by an Intelligence characteristic as for characters, and the numbers can be taken to mean about the same thing. That is, an Intelligence 10 sword is about as clever as an average person, allowing for the narrow experiences a sword has. The first point of Intelligence costs 2000 Spell Points and each additional point costs 100 times the new value (200 for the second point, 300 for the third point, and so on). A weapon may gain Ego every time it gains a point of Intelligence after the first point. To see if this happens, roll one die when the Intelligence increases one point. On a 1, the Ego increase by 1-6, rolled randomly. There is no limit to a weapon’s Ego.
Intelligent weapons may be enchanted with various bonuses just as non-intelligent weapons, but with different costs (see table) because of Favored Form considerations. Damage bonuses may be reduced in cost by restricting them to a limited kind of target. The cost multiplier for the broadest category of target (evil, life) is ×5/6. The cost multiple for a general category (men) is ×3/4. The cost multiple for a specific target (Magic Users, dragons) is ×1/2. There is a maximum for damage bonuses. The total number of “pluses” on all damage bonuses may not exceed the weapon’s intelligence, and unlimited bonuses count double. So, a sword that is +3 vs. men and +2 vs. everything else must be at least Intelligence 7.
An intelligent weapon may be given certain special damage effects. The effect “Drain 1 Life Level” costs 5000 Spell Points, and raising this to Drain 2 Life Levels costs an additional 5000 SP. These powers should only be installed in cutting or stabbing weapons. The Flaming effect costs 2000 SP. A weapon with an Intelligence of at least 12 may have one, and only one, Purpose. A Purpose is a spell effect directed at the target with every successful weapon hit (Saving Throw vs. magical implements). The most common Purposes are Defeat (8000 SP), Slay (16000 SP), and Destroy (24000 SP), which attempt paralysis, death, and disintegration, respectively. These costs are reduced normally for limited targets. Many non-damaging attack spells can also be built into a weapon as Purposes. When used so, area spells (Confusion, Fear Cone) become single-target and individualized spells (Hold Person, Personal Paralysis) lose their Saving Throw modifiers. The cost is 1200 times the Spell Point cost of the spell emulated.
A weapon of at least Intelligence 10 may be given one or more Languages. Any languages added must be known to the enchanter, and the weapon is limited by Language Points just as a character is (see Languages). Language Points for a weapon are (Intelligence + Ego)/4. The enchantment cost is 100 per Language Point.
An Intelligence 7 weapon may have Detect or Measure powers, to a limit of 1 per 3 points of Intelligence. The cost is 1000 times the Spell Point cost of the Detect, and the detection range in inches is the weapon’s Intelligence (limited to 24”, of course).
An Intelligence 12 weapon may have one or more Special Powers, to a limit of 1 per 6 points of Intelligence. Special Powers are based on spells and may be continuous if permitted (see table in the section on rings). Examples include X-ray Vision and Flight. Other powers must be activated, with limited uses per day equal to Intelligence/Spell Point Cost, rounded down. A constant Special Power costs the same as in a ring, that is, the largest of 1000S and 2000L. An activated power costs the same as a spell storing ring, 1200S.
Item Repair
If a magical weapon or shield has been broken in combat, but not destroyed by destructive magic, it can be repaired. The Breakage Saving Throw for the item will indicate how broken it is, in percentage terms. The cost to repair an item that is N% broken is 2N% times the construction cost of the item. The Gold Piece cost is normal (1 per 2 Spell Points).
Item repair is a 4th level construction spell that must be researched like any other. To research item repair, use 1000 Spell Points per 10% breakage as the cost researched. The percentage researched is the maximum severity of breakage that can be fixed. For example, if 35% breakage is researched, any item that is no more than 35% broken can be repaired, for a variable cost depending on the item.
Writing Scrolls
Scrolls are of two types. The first is the spell scroll, which essentially contains written instructions for casting a spell. The second is the construction scroll, which another Magic User can use to reproduce someone’s construction efforts. Either type must be read using the spell Read Magic. Illusionists and Spellsingers write variant scrolls that require their own distinctive spells to read, Read Illusionist Script and Sing Magic, respectively.
A Wizard may write a scroll containing up to his level in spell levels. For example, an 11th level Wizard can write a scroll containing two 4th level spells and three 1st level spells. If he wants to write down any more spells, he will have to start a new scroll. The Spell Point cost for writing each spell is
10 (Spell Level) (Spell Points).
Only memorized spells can be written down and not, say, spells copied from another scroll.
A construction scroll is written instructions for creating a particular item, including all intermediate steps. For example, a scroll to enchant plate armor to +3 must include the costs for +1 and +2; otherwise these steps must be performed by some other means (but the same Magic User). A construction scroll for a certain item may also be used to build all cheaper items that use exactly the same spell. For example, a scroll to enchant plate armor may be used for all lighter armor types, but not shields. A scroll to add accuracy to light crossbow quarrels may be used on arrows, which are less expensive to enchant, but not on heavy quarrels, which are more expensive. Modifiers such as different spell ranges, different level of effect, and so on may not be added by the scroll user if they weren’t built into the scroll to begin with. The cost of a construction scroll is the cost of the most expensive item it can build raised to the 1.1 power (round up). The gold piece cost is equal to the Spell Point cost times ¼. Naturally, the Wizard must already be able to build the item to which the scroll applies.
The function of a construction scroll is to permit item creation by a Magic User without his knowing the spell upon which the item is based and without having to go through the research process. Once written, the scroll may be used for construction by any magic caster capable of using 4th level spells. Only one character at a time may use a construction scroll. Only one item at a time may be constructed by it unless the destruction of the item or the death of the Magic User renders completion impossible. Otherwise, the rules for constructing by this means are no different.
Constructing Wands and Staves
Wands and staves may be regarded as items with a fixed repertoire of spells and possibly limited numbers of charges. (Staves that cast clerical spells are not considered here.) The three considerations when constructing a wand or staff are: What spells does it contain? How many charges does it have? How is it activated?
All wands and most staves are built to cast a single spell. A wand with several spells would use the multiple power formula. A staff with multiple spells must choose the staff option (see below), which is what makes it a staff.
Wands and staves may be uncharged, which means they work every time they are activated. A charged item is cheaper, but sooner or later it runs out of charges (one per activation) unless recharged, and is then useless. See the spell Recharge (5M).
Any Magic User may activate an uncharged wand. A charged wand is activated with the spell Activate Wand (1M). Any Magic User or Cleric may activate an uncharged staff. A charged staff is activated by Activate Any Staff (4M) or by a 2nd level spell specific to that staff.
The staff option causes an item built under these rules to be somewhat bonded to its user. The same construction formulas are used, but the item changes in several important ways. First, the item is no longer activated by Activate Wand if charged, but rather by a specific Activate Staff (2M) spell specific to that kind of staff. Second, the level of effect cast by the staff is the higher of the level it’s built at or half the caster’s level. Thus, a traditional 8th level staff has a 9th level effect in the hands of an 18th level Magic user. Third, multiple spells can be added. Finally, if the staff contains destructive spells (fire, electricity, or energy), it may blow up. See Magical Staves on page 18.
The general formulas for building an item are
Uncharged item = 640Σ(SL), and
Charged item = 640Σ(SL) × 0.1 × log2(c+L+)
Where S and L are the Spell Point cost and Level, respectively, of each spell, L+ is the highest spell level and c is the number of charges. The summation sign Σ means to sum up the contributions of S times L for each spell. Ignore the summation sign if there is only one spell. A charged item will become more expensive than an uncharged wand around one thousand charges. For example, an item of Fireball (Level 3, 6 Points) and Firewall (level 4, 5 Points + 2/Turn) with 200 charges will cost 640 × (3×6+4×5) × 0.1 × log2(204), or 18660, rounding up. The Firewall will use one charge each turn that it is maintained.
A wand is traditionally built at 6th level effect, as opposed to 10th, and with 100 charges. A staff is traditionally built at 8th level and with 200 charges. The formulas for these are
Uncharged wand = 512SL,
Charged wand = 512SL × 0.1 × log2 (c+L+),
Uncharged staff = 576Σ(SL), and
Charged staff = 576Σ(SL) × 0.767.
If certain spells in a multi-spell charged staff is unusually costly, the builder may lower the construction cost by requiring that these spells use two charges when cast. Any spell that uses two charges is figured at half the Spell-Point cost (“S” in the formula). At least one spell must continue to use a single charge. Note that the recharge procedure is unchanged, but the charges will be consumed faster.
A staff that otherwise requires activation may be built with permanent effects, such as one that gives Fire Resistance when held. In this case, figure the permanent effects as an uncharged staff and the rest as appropriate and add the two costs together.
Alchemists
Alchemists may only he hired by characters who have reached a level at which they are permitted to build strongholds and hire troops. A character may attempt to hire an Alchemist as soon as he has begun construction on a stronghold or has built or purchased another suitable location in which to install the Alchemist’s laboratories. The character must pay the salary of the Alchemist once hired, whether the Alchemist is given any work to perform or not, and whether the laboratory is complete or not.
A normal Alchemist is paid 1000 gold pieces per month. Such an Alchemist is capable of duplicating simple poisons and antidotes, as well as working from established formulas to produce potions with a magical effect. An Alchemist is also able to do a destructive analysis of a potion of unknown formula in two weeks. This destructive analysis uses up a dose of the potion being analyzed, at a cost equal to ten times the production cost of such a potion, plus the salary of the Alchemist during the analysis. This destructive analysis is only capable of being used on basically standard potions (see Basic Potion Table on page 7), not rare or unusual ones.
When a character wishes to hire an Alchemist, he advertises. The cost to advertise for an Alchemist is equal to one month’s salary per week of advertising. This gives a basic chance of getting responses of 8%. This chance can be doubled by multiplying the advertising costs by 4, and tripled by multiplying the advertising costs by 9. The chances can be no more than tripled.
When the hiring character is killed irrevocably, or otherwise rendered unable to continue the hiring of Alchemists, the Alchemists leave to seek other employment. If another character in the same city is at that time advertising for the hire of a Alchemist, double that character’s chance of successfully finding an Alchemist (even if the character is paying extra already at the maximum limit). This means that a character could have a chance as high as 72% of hiring an apprentice whose employer has just died. The advertising must be already in progress at the time of the Alchemist leaving another character’s employ for the bonus percentage to be applied.
Basic Potion Table
|Potion |Cost |Batch |
|Clairaudience |750 |4 |
|Clairvoyance |750 |4 |
|Clumsiness |750 |3 |
|Cold Resistance |500 |4 |
|Delusion |250 |6 |
|Deodorant |250 |4 |
|Diminution |750 |4 |
|Double Protection |500 |4 |
|Electrical Resistance |500 |4 |
|Energy Resistance |1000 |2 |
|ESP |750 |4 |
|Feeblemind |750 |3 |
|Fire Resistance |500 |4 |
|Flying |750 |3 |
|Gaseous Form |750 |3 |
|Giant Strength |1000 |1 |
|Growth |750 |4 |
|Healing (1D+1) |250 |6 |
|Heroism |750 |3 |
|lnfravision |250 |4 |
|Invisibility |1000 |3 |
|Levitation |500 |4 |
|Longevity |500 |1 |
|Mini-Strength |500 |3 |
|Poison Antidote (specific) |200/HD |3 |
|Poison Resistance |500 |4 |
|Poison (specific) |100/HD |4 |
|Polymorph Self |750 |3 |
|Protection |250 |6 |
|See Invisible |500 |4 |
|Sleep Drug (basic) |750 |3 |
|Slow |750 |4 |
|Smiting Resistance |2500 |1 |
|Speed |750 |4 |
|Treasure Finding |600 |4 |
|Water Breathing |500 |4 |
Any character of sufficient level may hire only one Alchemist. More than one Alchemist can work in the same laboratory, if it is big enough. Thieves who have the Alchemy (Duplicative) ability (6T) may work as Alchemists with all of the abilities and requirements listed here.
The cost of equipping an Alchemist’s laboratory is ten times the maximum cost of potions producible there in one month, or five times the combined salaries of the Alchemists to be established there, whichever total is greater. This laboratory must be sufficient in size for whatever work is to be done there, or for whatever combination of Alchemists are to be working there, even on a temporary basis. The physical size of the working space of an Alchemist, for purposes of figuring construction costs for the laboratory is 500 square feet per Alchemist. This area need not be in one room, but should be in adjacent parts of the same building; if they are to be considered one laboratory.
Constructing Potions
Magic Users of at least 11th level may produce potions by magical means, with the same abilities and limitations as an Alchemist. They may research the manufacture of a potion of which a sample exists at a cost of 5 Spell Points and 10 Gold Pieces each times the normal cost in Gold Pieces of a single dose of the particular potion. They may research the formulas of the basic potions with which they are familiar but lack a sample with a chance of success of 100/potion cost in percent per 250 Spell Points, cumulative. Such Magic Users may produce potions of a known type at the same rate as an Alchemist, for the same cost in Gold Pieces plus the expenditure of 2 Spell Points per Gold Piece. Thus, a simple Healing Potion would require 250 Gold Pieces and 500 Spell Points, and no more than 6 of these could be manufactured by a Magic User in a period of one month.
Original Potion Guide
|Max.(SP,2L) |GP Cost |Batch |
|3 or less |250 |6 |
|4 |250 |4 |
|5 |500 |4 |
|6 |500 |3 |
|7 |750 |4 |
|8 |750 |3 |
|9 |1000 |3 |
|10 |1000 |2 |
|11 |1000 |1 |
|12-13 |2500 |1 |
With referee permission, Magic Users may research potions not listed on the standard table. When designing original potions, bear in mind that a potion can only affect the person drinking it. Thus, a Potion of Parachute is possible, but not a Potion of Charm Person (unless, of course, it charms the drinker). If an original potion emulates a magical spell, the proper batch rate and Gold Piece cost can be found on the Original Potion Table by computing Max. (SP, 2×GP) as for a continual ring. Spells that are high enough level or expensive enough to be off the table cannot be put into potions.
Magic Users research the formulas for original potions at the same rate as for basic potions for which they lack a sample. They may then duplicate the potion by the normal rules. Ordinary Alchemists may not reproduce original potions.
Constructing Rings and Misc. Magic
Rings, jewelry, and other items worn on the body are used to house a vast variety of magical effects. A character is limited for game balance to wearing two rings (one per hand) and one of each other common shape. Specifically, a character may wear one each of amulet, scarab, medallion, helm or helmet, pair of gauntlets or gloves, girdle or belt, cloak, and pair of boots. Helms, gauntlets, and girdles are pieces of armor and can only be worn by certain character classes. (So are boots, technically, but we assume that everyone wears something tough on the bottom of the feet.) If an enchanter designs a different shape of worn item, it is in place of one of these and not in addition to it. A bracelet, for example, would take the place of a ring. Non-humanoids must adhere to analogous rules. A centaur, then, could wear saddlebags, blanket, and horseshoes, but no girdle or boots.
The broadest category of miscellaneous magic is items that are always on, requiring no activation. A nearly complete list of possible always-on effects is given in the table. Only potential Illusionist and Spellsinger spells are omitted. For items that constantly emulate a particular cast spell,
Always on cost = Max. (1000S, 2000L),
Where S is the Spell Point cost of the spell emulated and L is its level. The term “Max.” means use the greater of the two costs. Thus, a Ring of Fire Resistance would cost 8000 Spell Points (2000 × 4th Level); a Cloak of Invisibility would cost 4000 Spell Points (1000 × 4 Spell Points). Note that the Ring of Fire Resistance would only have cost 6000 Spell Points if the lesser value were used: (5+1)×1000. (If the spell to be made always active has maintenance cost, always include one Turn of maintenance as here. Spells with maintenance cost greater than 1 SP may not be always active.)
The always-on items should not be confused with items that cast a spell such as Charm Person whose effects continue indefinitely thereafter. Items that cast a stored spell (“spell-storing items”) are built by
Spell storing cost = 1200 × Spell Points.
A spell-storing item holds one charge of the given spell and is recharged by a person casting the appropriate spell “into” the item. When activated, the spell acts as though the caster was throwing the spell from the location of the item (but use the wearer’s Dexterity). Any adjustable parameters, such as the radius of a Vari-Ball, must be decided during the recharge.
A spell-storing item may be self-recharging. If an item charges itself a certain number of times per day,
Cost per charge = 500 × Spell Level.
So, a spell-storing ring that would hold one Fireball spell would cost 7200 Spell Points (1200 × 6). If it charged itself three times per day, this would be an additional 4500 Spell Points (500 × 3 × 3). Note that this is not figured as a ring that holds 3 Fireballs.
|Spells That May Be Always On |
|First Level |
|Detects, Individual Silence, Light, Protection, Silence 1"*, Sound |
|Amplification, Telescope, Ventriloquism |
|Second Level |
|Continual Light*, Deodorant, Detects, ESP, Gliding*, Invisibility*, |
|Levitate*, Measures, Parachute, See Invisible, Silence 3"*, Speak |
|Languages, Torch, Wind* |
|Third Level |
|Clairvoyance, Clairaudience, Detects, Double Protection, Infravision, |
|Light Beam*, Measures, Mental Static, Protection 1"*, |
|Protection/Normal Missiles, Speed, Water Breathing, Wizard Light |
|Fourth Level |
|Healing, Protection/Missiles, Resistances, Wizard Eye, X-ray Vision |
|Fifth Level |
|Detection Jamming, Resistances (energy), Silver Magnet*, Telekinesis* |
|Sixth Level |
|Anti-Magic Shell*, Indetectibility*, Projected Image*, |
|Protection/Magic Missiles, Reflect/Detection Implements, Resistances |
|(Impact, Class 1-6), Wizard Wind* |
In the table, entries marked * must be activated and are then continually on. Items enchanted with the unflagged effects are active from the moment they are donned. The deciding point is whether there are significant drawbacks to the spell. (There are minor disadvantages to almost any spell, but the problems with being continually invisible, for example, are obvious.)
Items may be designed to store spells with maintenance costs. Simply decide how many Turns are to be stored and compute the cost. A ring that holds 3 Turns of Personal Force Field would cost 1200 × (6+2+2), or 12000. The three Turns must run consecutively; the ring can’t be turned off to save the remainder of the spell for later. If an item could be on continually, though, this method will probably give a cost greater than the always-on cost, which is unreasonable. In this case, figure the item to have a limited number of charges per day similar to a staff: prorate half the cost vs. 0.1 log2(c+L). Where c is the number of turns per day, L is the Spell Level, and the expression multiplies what would have been the always-on cost. An item such as a Ring of Heal made by this formula can be started and stopped several times. If an item has a fixed number of charges ever, prorate the full cost as above, rather than half.
Items may be designed that enhance the effects of a thrown spell rather than store it. An example is the Helm of Teleportation (see Magic Item descriptions). The cost is the same as for spell storing. In other words,
Spell enhancer cost = 1200 × Spell Points.
A spell enhancer acts simultaneously with the corresponding spell cast by the wearer of the item. The effects of any particular enhancer may be defined when it is created, within limits judged by the referee. The effect of the enhanced spell should be limited to the equivalent of +1 Spell Level or +50% Spell Point cost. For example, Teleport may be enhanced to become Passenger Teleport.
At any point before or after other enchantments, magic items may be enchanted to give them a basic Saving Throw against various forms of destruction. This Saving Throw is equivalent to that given a +0 weapon and is thus called “enchanting to +0”. This enchantment costs 1000 Spell Points per pound of weight of the item, with a minimum cost of 1000 Spell Points. The Favored Form is any metal item (see the Favored Form rules). Note that pieces of armor (helm, etc.) may be enchanted under the armor rules instead. The +0 enchantment is not a separate power and does not invoke the multiple power rule.
There are several cases of basic magic items that are not covered in a simple form by the above rules. These are mainly magic items for which no corresponding spell exists. The levels and costs of these construction spells are listed in the Miscellaneous Magic Item Costs Table. These items are discussed below and in the Magic Item descriptions.
|Miscellaneous Magic Item Costs | |
|1st Level | |
|Elven Boots, Cloak |2000 |
|Enchant to +0 |1000/lb, min. 1000 |
|2nd Level | |
|3rd Level | |
|Displacement |8000 |
|Fly |2000 + 1000/3" per turn |
|Gargoyle Power |2500 |
|Ogre Power |6000 |
|Striking Power |10500? |
|Lightness |1000/30 lb. |
|Readiness |1500/item? |
|4th Level | |
|Giant Strength |8000 |
|Holding |4000 +4000/30 lb. Net |
|Non-Deterioration |6000? |
|Slow Bleeding |4000? |
|Spell Turning |8000 |
|Zap Heal |4000 + 200/point |
|5th Level | |
|Sixth Level | |
|Regeneration |12000 |
|Seventh Level | |
|Prot. vs. Mental Spells |14000 |
|Soul Trapping |14000 |
The cost for an item of Fly is based on the number of inches per Turn that the user can go. Thus, a Cloak of Fly (12"/Turn) would cost 6000 Spell Points.
Displacement costs 8000 SP and is based upon the Illusionist Spell. (Since an equivalent spell for Magic Users does not exist, you’ll simply have to take our word for this.) An Illusionist with access to Displacement (2I) could build the item for 4000 SP, using the standard always-on formula.
Gargoyle, Ogre, and Striking Power items (normally, gauntlets) add +1, +2, or +3, respectively, per base die of weapon damage in melee. Note that this is all a single construction spell, though listed as three entries.
The power of Lightness is put on containers and will negate a certain amount of weight. The cost is 1000 Spell Points per 30 pounds negated.
The power of Readiness is also put on containers to make a certain number of items instantly available on command. The cost is 1500 SP per item held ready.
Containers of Holding reduce the weight of what’s inside by a factor of 1000/30. The cost is 4000 SP plus 4000 per 30 pounds of reduced weight (or, if you prefer, per 1000 pounds of “before” weight). A standard Large Sack of Holding, weighing 30 lb. full, would cost 8000 Spell Points.
The cost of Zap Heal is per point healed per day. Zap Heal is typically built as either self-activating once per day or activated by the user any number of times per day.
Favored Forms
The shape of a magic item is important to its function. In general, the shape should aid the magic so that, for example, boots should have powers related to the feet. Such shapes are called Favored Forms. Some Favored Forms were described previously, but complete guidelines are given below and summarized in the Favored Forms Table.
Items that are not Favored Forms for the powers enchanted in them cost 50% more in Spell Points and Gold. Furthermore, some forms are prohibited altogether because they make no sense for certain powers. Examples would include boots with attack levels or a Cloak of X-ray Vision.
|Form |Abilities |
|Ring |All spells |
|Armor |Defensive, body |
|Shield |Defensive |
|Helm |Senses, mental |
|Cloak |Defensive, sneaking |
|Boots |Movement |
|Medallion |Spell-storing, sensory |
|Amulet |Protective, healing |
|Scarab |Clerical (i.e., no magical) |
|Gauntlets, gloves |Combat, hands |
|Girdle, belt |Body |
|Spell |Form |
|Intelligence |Sword, dagger |
|Damage bonus |Unintelligent |
|Projector accuracy |Unintelligent |
|Projectile accuracy |Unintelligent projectile |
|Other weapon spell |Intelligent |
Rings are the most versatile forms of magic. A ring is a Favored Form for almost any spell. The Favored Form for most weapon spells is an intelligent weapon, except as noted. Scarabs are primarily suitable for clerical effects and are not favored for any magical spells. There are certain shapes that are not worn and traditionally contain certain effects (Carpet of Flying, Device of Elemental Summoning, etc.). Any form that is not worn is normally favored for what it does. For examples of proper Favored Forms, inspect the Magic Item Descriptions section.
If an item is not suitable for two reasons, e.g., projectile accuracy in an intelligent warhammer, the 50% surcharge is applied only once.
Multiple Powers
An item may be enchanted with multiple effects, usually at extra cost. First of all, the +0 enchantment for enhancing an item’s Saving Throw doesn’t actually do anything and does not count as a power. Second, intelligent weapons are never subject to the multiple power costs. An item to contain multiple powers must be planned that way from the beginning and the same Magic User must add them all.
The cost multiple for having multiple powers is applied equally to all powers in an item. To determine the cost multiple, list all powers and divide them into groups of somewhat related powers. Within each group, divide the somewhat related powers into subgroups of closely related powers. Count the number of groups and the number of subgroups.
Closely Related Powers: These include spells of the same class with the same effect, but different parameters (size, duration, etc.). Examples: Fireball and Mini-Ball, Detects. Also, spells of the same class that is different applications of the same effect. Example: Read Languages and Speak Languages. Also, spells of the same or opposite classes with opposite effects. Example: Haste and Slow. Also, spells of different classes with the same effect. Example: Spark and Match.
Somewhat Related Powers: These include the same kind of magic in very different forms. Example: Fireball and Firewall. Also, versions of similar or analogous effects from the same or different classes are considered related. Examples: Heat Cone and Cold Cone, See Invisible and Infravision. Also, different spells related by concept within a class. Examples: Wind and Weather Control, damage bonus and attack bonus.
Unrelated Powers: These may have little or no conceptual similarity between spells of the same class. Example: Move Earth & Haste. Also, different class versions of the same effect, but with an additional parameter varied. Example: Heat Cone and Mini-Cold Cone. Additionally, all other pairs are unrelated.
Now, where s is the number of somewhat related groups and c is the number of closely related groups,
Cost multiple = sc.
For example, a ring is to contain Fire Resistance and Electrical Resistance always active, and also spell store Fireball. The two resistances are closely related and are grouped together. Fire Ball is unrelated to this group, so c and s are both 2 in the formula. The cost multiple is ×4.
Miscellaneous Modifiers
A standard magic item built according to the above rules may be modified in various ways that change the above costs. When used together, any of the following modifiers are multiplied together - compounded, in other words. A Magic User may choose only one option from each paragraph.
If an item has a base level of effect other than 10th, pro-rate ½ the cost. The level may not exceed the Magic User’s level. If the level is modified from its default, it must be high enough to handle the level of spell.
If an item is given a nonstandard range or a change in its maximum range, pro-rate any decrease vs. ¼ the cost (may go to 0"). Pro-rate any increase vs. ½ the cost (may not exceed 24").
If an item is given a nonstandard duration and is not based on a spell with a maintenance cost, use the formula for nonstandard range. The duration may be no more than doubled. If there is a maintenance cost, build in the right number of Turns of maintenance.
If a spell affects a more limited class of targets than usual, the cost break depends on how narrow the category is. Specific category (such as Magic Users) is × ½. A general category (men, mammals) is × ¾. A very broad category (evil, life) is × 5/6. Weapon abilities are often limited this way.
If a single class or race may only use an item, the cost multiple is × ¾. If Magic Users may only use the item, the cost multiple is × 2/3. This option causes the item to require a magical activate, and hence is not permitted if the item already required one. This option will turn a Ring of Detect Magic into a Wand of Detect Magic or a Ring of Clairvoyance into a standard Crystal Ball. If an item requires an activation (that normally wouldn’t) and can be activated by anyone, the cost multiple is × 4/5. If the item is activated by a spell, the multiple is × ½ (protection scrolls fit this category).
Magic Item Destruction
When a character who is carrying one or more magic items receives enough damage from destructive magic to take him past his Death Level, those carried magic items must be checked to see if they are destroyed, just as the character’s body must be checked. This is done by finding the type of item on the Magic Item Destruction Saving Throws table on page 12. The last type of destructive magic or other damage that hit the item determines the Saving Throw that the item needs. Thus, if someone carrying a Fireball Wand got hit by a Fireball and then by a Lightning Bolt, dying from the second, her own Fireball Wand must make a Saving Throw vs. Lightning, or be destroyed.
Magic Item Destruction Saving Throws
Weapons
|Item |Type |Fire |Electric |Energy |Acid |Heat |
|Weapon, |+0 |40 |40 |40 |40 |70 |
|Armor, |+1 |50 |50 |50 |50 |80 |
|Etc. |+2 |60 |60 |60 |60 |90 |
| |+3 |70 |70 |70 |70 |95 |
| |+4 |80 |80 |80 |80 |95 |
Intelligent weapons: +10 for Purpose and each Special Power (95 maximum)
General Magic Items
|Fire Resistance | |70 |60 |65 |50 |95 |
|Electric Resistance | |60 |70 |65 |50 |95 |
|Energy Resistance | |70 |70 |70 |70 |95 |
|Acid Resistance | |50 |50 |50 |50 |95 |
|Protection | |60 |60 |60 |60 |95 |
|Double Protection | |70 |70 |70 |70 |95 |
|Other Resistance | |50 |50 |50 |60 |80 |
|Fire Wand | |50 |40 |55 |40 |90 |
|Electric Wand | |40 |50 |45 |40 |90 |
|Energy Wand | |45 |45 |50 |40 |80 |
|Heat Wand | |50 |40 |45 |40 |90 |
|Fire Staff | |70 |60 |65 |60 |95 |
|Electric Staff | |60 |70 |65 |60 |90 |
|Energy Staff | |70 |70 |70 |60 |95 |
|Clerical Staff | |40 |40 |40 |40 |80 |
|Other Metallic | |30 |30 |30 |30 |70 |
|Other Non-metallic | |25 |25 |25 |25 |50 |
|Potion, Scroll | |20 |20 |20 |20 |20 |
If a magic item is hit by destructive magic or other similar forces, but is not being carried at the time, it must roll a Saving Throw vs. destruction. If the amount of damage that it receives, calculated as if the item were a character that failed to make his Saving Throw(s), exceeds the Construction cost of the item divided by 50. That is, if a magic item cost 1000 spell points to construct, it would be immune to destruction from any spell doing less than 20 Hit Points of damage. In cases where an item is hit by more than one source of destruction within a single Turn, all damage is added together, and the Saving Throw is rolled vs. the total damage received. It is not necessary to roll an item’s Saving Throw for each spell passing through in any given Phase or Turn, but instead the damage is merely totaled and remembered. The Saving Throw is rolled once, if the total damage is sufficient to endanger the item, otherwise the damage is ignored.
Detecting and Analyzing Magic Items
With the various Thievish and Magical means of detecting and identifying magic items, there may be some confusion about just what is and is not possible in identifying a magic item.
First of all, the thievish ability of Detect Magic is based on the fact that most magic items are made from rare or fine quality materials, and some are recognizable as such by a trained observer. Further, in cases where magic items are enchanted in such a way as to enhance their resistance to destruction, certain physical alterations become obvious. Thus, a piece of cloth that has been enchanted to be +0 will tend to resist unraveling, tearing, or cutting. A magical shield will tend not to dent or chip under impacts that would harm a normal shield. A trained thief can notice many of these little things and can figure them out. It is, however, possible to construct an item that looks like a magic item, from its materials and decorations. Further, in worlds where such things are possible, certain modern materials (such as nylon) would appear magical to a trained thief, because of their physical characteristics, such as toughness and lack of fiber wear and tear. Therefore, when a thievish character uses his “Detect Magic” ability, the referee should be aware of the limitations of this ability in cases where an item will have certain characteristics of a magic item. A thief might decide that an item is “magical” and never be able to figure out what it does, for the simple reason that there was no actual magic there.
The magical and clerical Detect Magic spells, on the other hand, have a very different limitation. They will identify items that the thief will miss and correctly realize that a nylon parachute left in the dungeon by a passing time traveler is not magical after all. However, the Detect Magic spells are unable to distinguish between an item of magical construction and an item that has had a spell cast on it. Thus, a Detect Magic spell aimed at a small box might give an indication of “Yes, there’s something magical about that box.” The spell would not, however, distinguish between a Box of Holding and a box with a Magic Mouth spell that laughs at the opener.
All of this leads up to the Magic Analysis spell. Magic Analysis is a spell designed to tell you at least a little bit about the enchantment (if any) of an item. Basically, on a normal magic item, the use of a Magic Analysis spell will give the caster a good idea of what the major enchantment or enchantments of the item might be. Thus, if the spell were cast on a Ring of Fire Resistance, Magic Analysis would find this out. However, there is a limit to what Magic Analysis can determine. In practice, Magic Analysis will not indicate to the caster the effects of any enchantment that makes up less than 1/3 of the largest enchantment of the item by Spell point cost. Thus, in the case of a magical sword of great power, with many enchantments, Magic Analysis would only tell about any of the enchantments that individually cost at least 1/3 of the cost of the sword’s most powerful enchantment. The spell simply would not notice most of the lesser enchantments.
A further restriction of the spell is that, since the spell itself is not intelligent, it cannot tell the difference between similar things not well known to the caster. Thus, if a magic item were found that controlled an Efrit, but the caster of the spell was only familiar with Djinn (similar, but much more friendly beings), the Magic Analysis spell might cause him to believe that the item controlled a Djinn. A more dangerous example is in the case of a cursed magic item. If the Curse or malfunction were a simple and obvious one, the Magic Analysis spell would notice it right away; such as in the case of a ring that turns its wearer to stone. If, however, the Curse is that the item works correctly sometimes, or that it works, but has some other drawback, the Magic Analysis spell would not point this out. One case of this was when a character found a set of Boots of Water Walking that worked quite well, until he walked over the deepest point of any body of water. At that point, the Curse took over, and dragged him to the bottom. Fortunately, the first time he discovered this, the water wasn’t very deep, and he survived.
In any case, the point is that you, as referee, should not give away information about magic items to the players unless they can gain that information fairly, by use of the spells and abilities of their characters. Let them set up ways to test and identify the magic items they find. It can be a lot of fun, especially with unusual magic items.
Magic Items
Scrolls and Books
Anything described as a “Scroll” can also be in the form of a book, at the discretion of the referee. Spell books, likewise, could be found in the form of a scroll.
A single scroll can contain spells and combinations of spells up to a maximum limit of 36 levels of spells. Thus, a single scroll could contain 9 spells of 4th level, but not 9 spells of 5th level. There is no limit to what can be contained in a book, but no more than one spell can be written on any one page of a normal book.
Protection scrolls: These scrolls all work in a simple basic pattern. Any Protection Scroll that gives protection against specific being or type of being works in a manner similar to Protection From Undead (5C). That is, any being that falls under the description of that type (i.e., Undead, Lycanthropes, etc.) may not enter a 1” radius circle around the person holding an activated (just read) Protection scroll of that type unless it makes a percentile roll successfully. As follows: The being has a 50% chance of being able to enter. Adjust up 5% per level that the being is above 12th level. Adjust down 5% per level that the being is below 12th level. Thus, a 13th level Elemental would have a 55% chance of entering a circle created by a Protection Elemental Scroll. The only exceptions to this type of scroll are Protection/Magic, Protection/Clerics and Protection/Mental Spells. These three protect all those within the 1” radius circle from all spells of the type mentioned, with the following limit: For each level that a spell caster is above 12th, he has a 5% chance of affecting beings within the radius of the Protection Scroll. Thus, a 14th level Magic User would have a 10% chance of successfully casting a spell into or through a Protection/Magic Scroll’s area. Protection/Magic guards against magical (or Illusionist) spells. Protection/Clerics guards against clerical or Druidic spells. Protection/Mental Spells guards against charms, controls, illusions, and such cast by any class.
Any character that can Read Magic by spell or implement can activate such a scroll, as well as those who gain Read Magic as an ability (Thieves and such).
Spell scrolls: Any magic user who is at least 11th level can write a scroll that contains any spell that he currently has memorized. He cannot simply duplicate another scroll if he does not know the spell himself.
Spell Scrolls enable a magic user to cast a spell, but with certain restrictions. Any spell that is on a Spell Scroll can be cast by any magic user that can Read Magic, or an implement that gives him that ability; but there are two possible ways. A spell that is written on a scroll has a fixed upper limit to its possible effect, if there are effects that are based on the level of the caster. This limit is the lowest level at which a character could cast that spell as a memorized spell or 6th level - whichever is the higher. Thus, a Wizard Lock spell, if cast from a scroll, would normally he cast as if cast by a 6th level Magic User, even if the person reading the scroll were of higher level. A Vari-Ball spell cast from a scroll would do no more than 9 dice of damage, since Vari-Ball is a 5th level spell, and Magic Users first have the ability to cast a 5th level spell when they become 9th level. If the caster of a spell from a scroll is at least the minimum level necessary to cast that type of spell, this level of effect applies. If the caster of a spell is of lower level than that necessary to cast the spell on the scroll, either he could: A) reduce the effect of the spell to his own level (a 3rd level Magic User casting a 3-die Fire Ball, for example). B) Take the risk of possibly not being able to handle the spell properly and attempting to throw the spell at the level of the scroll’s own limit, in which case the Magic User must roll a Saving Throw vs. Magic. If he succeeds in making this Saving Throw, the spell is cast at the scroll’s level without problem. If he fails this Saving Throw, the spell backfires at him directly. A backfire of this type causes damage at the level of the scroll, if it was a damage-causing spell. In other cases, the spell simply aims itself at the caster. If the spell was a beneficial one being cast upon the caster or others, the effects are reversed and personalized. An example would be a low-level Magic User attempting to cast Haste (4M) off of a scroll (a 7th level Magic User would be required to cast this spell safely). Not successfully making the Saving Throw vs. Magic, would have the effect of a reverse Haste spell cast on himself, and would thus be moving at slow speed for a while.
Cursed scrolls: These are something that must be left up to the individual referee. There are many possibilities in such scrolls. Some are designed as traps causing harm or embarrassment to the reader. Others are the result of bungled research (a Construction Scroll for Rings of Invisibility that don’t work, for example). In the use of scrolls of a trap nature, anyone attempting to read such a scroll, using Read Magic, activates the trap, whether a Magic User or not. Such a scroll could turn the reader into an invisible gnat, or make all of his hair fall out. Usually, a person activating such a trap should be allowed to roll a Saving Throw vs. Magic to determine whether the trap takes full effect, as for a normal magical spell.
Construction scrolls: These enable a Magic User of sufficient level (able to cast a spell of the level used in this enchantment) to construct a specific type of magic item, or to put a specific type of enchantment into an item. See the construction rules for more detail.
Spell books: These are a Magic User’s books of spell knowledge. Any spell in the book is described with enough information so that a Magic User able to cast a spell of that level can learn the spell without further cost, and at delay of only 1 day.
Bestiary: This type of scroll or book is normally useful only in areas where unusual beasts, beings, or monsters can be encountered. It is a good way to find out about monsters that are not common to the mythology of your dungeon or world. Characters can find such books of great value. The local version we use is Jane’s Book of Monsters.
Potion formula: These books or scrolls contain enough information to enable an alchemist to produce potions of that type at normal rate after no more than 1 week of delay, as long as no unusual materials are required for the potion (referee discretion).
Clerical research scroll: These do not give the immediate ability to anyone, Cleric or not, to cast the spell written on them. Instead, a Clerical Scroll allows any Cleric of sufficient level to research that clerical spell without cost, and with only 1 day of delay per level of the spell. This type of scroll is used primarily in the exchange of the more unusual clerical spells. Clerical Scrolls can be written by any Cleric who is 8th level or higher, and can be written for any spell known to that Cleric.
Intelligent Weapons
Intelligent weapons are those that have Intelligence (IQ) enchanted into them. They may also have an Ego, which is the self-awareness and active will of the weapon. Any intelligent weapon has an alignment (Law, Neutrality, and Chaos) that is the same as the original enchanter who first gave the weapon Intelligence. This alignment may not be changed by any normal means.
Any person attempting to use an intelligent weapon may have difficulty in convincing the weapon to cooperate. Any intelligent weapon, especially one that is enchanted to have a damage bonus or Purpose vs. a specific type of enemy, will tend to want to fight that type of being, regardless of consequences to its wielder (it gets a little carried away). Further, in other situations, a weapon may influence the overall behavior of the character. To determine whether the character or the weapon is in control, the following is used: Add the IQ and Ego of the intelligent weapon. This gives a point total. Add to this total 1 point for each Special Power that the weapon possesses, 1 point for each damage bonus that applies to the situation, and 1 point for any Purpose that applies to the situation. Thus, an IQ 10, Ego 8 weapon with a damage bonus of +3 vs. Trolls would add up to a 21 in cases that involve Trolls and whether or not to fight them. A character wielding the weapon would have a point total equal to 2 times his Prime Requisite. (Thieves and Halflings use Strength for this situation.) Thus, a Fighter with Strength 13 would add up to a point total of 26 under most conditions. The point total of the character is compared with the point total of the weapon. If they are equal, each has a 50% chance of being in control of the situation. For each point of difference, the higher one has an additional 5% chance of being in control. Thus, in the case of the Strength 13 Fighter and the described weapon, the Fighter would have a 75% chance of controlling the weapon and the weapon would control the Fighter the other 25% of the time. Subtract 1% from the character’s chance for every point of damage that the character has taken (pain saps the will). Add 1% to the character’s chance of controlling the weapon for each Phase of physical danger that he is in because of the weapon’s control. This control can be checked every Turn (6 Phases) in situations of crisis or danger.
The continuing influence of a weapon over a character is calculated in the same way, but by comparing the sword’s total vs. the character’s Prime Requisite (or Strength) plus level. A character that is generally controlled by a weapon enchanted vs. Dragons will generally dislike Dragons, etc. A weapon with a high Ego (at least equal to the level of the character) will demand fancy scabbards, gems for its hilt, a catchy name to be called by (“Trollsbane”, “Dragonfang”, etc.), and likely other benefits that are appropriate to the weapon.
Any time that a character owning an intelligent weapon goes up a level and does not yet control it, there is a chance that they will gain control. This can be determined in the manner shown by this example. A character initially acquired the weapon (or vise versa) when she was two points below the sword, and thus had a 40% chance of controlling it. Needing a roll of 00 - 39, she fails in this initial roll. When the character goes up a level, the chance of control increases by 5%. Roll the percentage dice. A roll of 00 - 39 is ignored and re-rolled, as that range was covered by the initial roll. A roll of 40 - 44 means control was gained, and 45 - 99 means that it was not. Once continuing control is gained, no more rolls need be made. However, the weapon may gain temporary control in a crisis.
At any time, enchantments may be added to an intelligent weapon, at costs described in the Constructing Intelligent Weapons rules on page 5, up to the limits described therein.
If a character attempts to handle an intelligent weapon that is of an alignment not his, he will take damage from the weapon. A Lawful or Chaotic character attempting to handle a Neutral weapon, or a Neutral character handling a Lawful or Chaotic weapon, will take 1-6 points of damage. If a Lawful character attempts to handle a Chaotic weapon, or a Chaotic character a Lawful weapon, he will take 2-12 points of damage. If the weapon of a different alignment additionally has a Purpose vs. the character, the damage is doubled. If a being of the same alignment as the weapon is magically controlling the character, the damage is halved.
Picking up an intelligent weapon for the first time is considered a crisis situation. If the character is in 100% control in both crisis and continuing situations, then the damage mentioned above only happens once. If the weapon has control, then it can continue damaging the character once a Turn till death, or not, as it (i.e., the referee) desires. Under this situation, a Dispel Magic or some other means of damping magic is needed to remove the weapon from the character’s hand.
A character may not use an intelligent weapon’s Detects or Special Powers if he cannot wield that type of weapon under the rules. This, a Cleric would not be able to use the powers of a magical sword.
The intelligent weapon power “Flaming” is a special enchantment that causes extra damage to beings especially susceptible to magical fire, and certain other beings. A weapon that is Flaming does +1 per die of damage to plants and plant-like beings, +2 per die to Trolls (or other beings specially damaged by fire), and +3 per die to Undead monsters (but not Demons). A Flaming weapon casts a light around the welder equal to that of a torch and is active whenever drawn.
The Damage Bonuses “Drain one Life Level” and “Drain two Life Levels” describe the number of Life Levels that the weapon will drain from a living target on any one hit. Draining Life Levels from a creature reduces its Hit Dice, skills, Attack, and Defense Levels accordingly. Any damage that the drained creature has taken is applied toward its remaining Hit Dice. Any creature that is dropped from its normal level to 0 or fewer Life Levels (normally equal to Hit Dice or Character Level) is dead. Any character that is slain while missing Life Levels cannot have them restored by clerical Restore Life Levels, but needs a Raise and Restore, or can earn back the lost levels after a normal Raise Dead (5C).
Any weapon that has a Purpose vs. a particular type of target will cause any such target to make a Saving Throw against magic, or be paralyzed, killed, or disintegrated, depending on if the sword is Purposed to Defeat, Slay, or Destroy respectively.
Most intelligent weapon Special Powers is always turned on whenever the weapon is in the hand of a wielder. The exceptions must be specifically activated and have a limited number of uses per day. (See the construction rules.) Such Powers may be used a number of times per day equal to the IQ of the weapon divided by the Spell Point cost of the spell being activated. Spells with a maintenance cost could be kept on for one continuous stretch of time, or possibly more than once for short bursts. All of the normal spell restrictions apply. Thus, Strength (× l-4) cannot be used more than once per day if it works, no matter what the IQ of the weapon.
Special Powers are restricted to spells that primarily affect the wielder, and under no circumstances should include destructive magical spells. The Detection Spells that are built into an intelligent weapon are basically the same spells that are available to Magic Users. The only difference is that the range of the Detection spells is based on the Intelligence of the weapon instead of the level of the caster. Thus, an Intelligence 10 weapon would have Detection abilities with the same range as the spells if cast by a 10th level Magic User.
Non-Intelligent Weapons
Non-Intelligent weapons can add to the attack level of the wielder, or to the damage done on each blow that hits an opponent, or both. In the case of a damage add, the bonus is for each die of damage that the weapon does for a normal strength wielder. Becoming stronger increases the number of dice, but not the amount due to magic. A Strength 36 blow from a mace +2 will do 6 dice + 4. The damage bonus does get multiplied in the case of a Critical Hit. Also, the damage adds from such items as Gauntlets of Ogre Power stack with the damage bonus of a weapon.
It is possible to find (or make) cursed weapons that subtract damage (or attack levels). Some weapons can have the power of Returning. In some cases this will only work for a particular type of thrower (say Dwarves), or for anyone.
Armor and Shields
The defense bonus of either armor or shields is added to the Defense Level of the character wearing or using the item. Armor adds its defense level to the wearer when attacked from any direction, but a shield only adds its defense level bonus to the user when he is attacked from a direction the shield faces. Thus, a person being attacked from behind, while using a shield in a normal manner, does not get the benefit of the defense level of the shield. Other shield powers:
“Mirrored” means that the shield has a highly polished magical surface that reflects all forms of light, natural or magical. This type of shield can also reflect energy magic that is no wider than the shield, or that parts of it that is as wide as the shield, with a 1/3 chance of doing so. Any time such energy magic hits the wielder of the shield from the direction in which the shield faces. Thus, if a Micro-Ball is aimed at someone holding a Mirrored Shield, it has a 1/3 chance of being reflected in the direction of the original caster. If a Lightning Bolt is aimed at someone holding a Mirrored Shield, there is a 1/3 chance that a section of the bolt as wide as the shield will be reflected.
“Jeweled” means that the shield is covered with faceted magical gems (total value if separated - from 10,000 to 60,000 gold pieces) that have a 1/3 chance of scattering light or energy magic that hits the shield. If such light or magic is scattered, it will splash outward for a distance of 6 feet (1 game inch) from the shield in a 60 degree cone shape. If a Micro-Ball or other individual spell hits such a shield, it has a chance of hitting another target in this area. If a Bolt or Cone hits the shield, all beings in the affected area are hit.
Neither a Mirrored nor a Jeweled Shield will guard against the effects of energy magic hitting from a direction other than the front of the shield, nor will they protect against Cold, Poison, or other non-reflective effects.
“Brightness” means that up to 3 times per day, the wielder of the shield may activate the shield to produce a blinding flash of light as Flash (2I). Anyone directly facing the shield within 3 game inches will be affected.
“Soul Trapping” indicates that the shield has a dark, shiny surface whose appearance catches the eye. Anyone looking directly into such a shield from no more than 1” away will have to make a Saving Throw vs. Magic. Anyone not making this Saving Throw successfully has his soul ripped out and stuffed into the shield, leaving an uninhabited body that may be animated magically or possessed by a spirit or demon. The user of the shield may return a trapped soul to a body under the condition that the soul performs a single service for the shield-holder, or may simply release the soul freely. If the soul is released with a service condition, the freed soul must perform this service upon command, or it will return to the shield, as long as the shield still exists. No more than one single service may be required in this manner, and it must be simple in its nature. “Serve me forever” is not a single service. “Bring me all of your personal treasure” would be a single service. The freed soul cannot attack the holder of the shield until this service is completed.
“Protection From (blank)” indicates that the shield has the described power (see spell descriptions or scroll descriptions for details) in the direction that the shield faces.
“Has IQ & Ego (as Sword)” indicates that someone has spent a lot of Spell Points to make the shield intelligent. In addition to the normal benefits of such a shield, it may have (almost) any power of an intelligent weapon. See Intelligent Weapons tables and roll the number and type of Detects, as well as its IQ and Ego.
“+4 vs. Specific Opponent” means that the shield normally may have a lower Defense Level Bonus, but when in combat vs. some specific type of being or monster, it adds +4 to the Defense Level of the holder!
Potions
Most of the potions have the same name as one of the basic magical spells. For most potions, the following rules hold true: The potion has the same basic effect as the named spell, beginning 1 full Turn after the user begins drinking or otherwise absorbing the potion. This effect lasts for a period of time of 7-12 Turns (rolled randomly by the referee). The effects of any potion do not add on to the effects of a similar spell or magic item. Thus, one would not get twice the effect if one wore a Fire Resistance Ring and also drank a Fire Resistance potion. The exceptions to these rules are as follows:
Giant Strength: This potion adds 19 to the strength of the user. You can not drink another Giant Strength poition until the same number of turns as the previous potion lasted have lapsed. This allows the body to try and recover from the extra exertions you performed.
Longevity: There is no equivalent spell for this. It negates the effect of a single blow by a Withering implement or spell. This negation does not wear off.
Poison: The effects of this begin immediately upon consuming the poison and do not wear off at the end of 7-12 turns. A randomly obtained poison does from 2-20 dice of damage, determined randomly.
Healing: This cures 2-7 points of damage over a period of six Phases, beginning immediately after being consumed. Thus, if a damaged character drinks a Healing Potion, 1/6 of the total effect of the potion occurs on the Magic Phase after the drinking starts. An undamaged character may drink a Healing Potion, but any part of the Healing that would occur before the character actually is damaged is wasted, and has no effect. Any healing actually completed by the use of this type of potion is permanent, and the healing effects do not fade away after 7-12 Turns. If a Dispel Magic or other form of magic damping occurs while the Healing Potion is taking effect, only the parts that were completed before the Dispel have an effect.
There is no limit to the number of Healing Potions that may be drunk consecutively.
Heroism: this adds +3 to the Attack Level of the consumer. No character may drink more than one of these potions in a single day.
Double Protection: This adds +2 to the Defense Level and 10% to the Saving Throws of the consumer.
Specific Poison Antidote: This neutralizes the effects (but not any damage already caused) of the poison for which it is intended. Thus, a Wyvern Poison Antidote would have the effect of a Neutralize Poison on a character that has been poisoned by a Wyvern.
Sleep Drug: This causes the consumer to have to roll a Saving Throw vs. Poison. If the Saving Throw is not made, he or she falls asleep for a number of hours equal to (24 - Constitution of consumer). This is a basic form of sleep drug usable by thieves and modifiable at the discretion of the referee.
Other potions follow the descriptions of the similarly named spells. Potions whose effects would be variable based on level (that is, that are based on a spell whose effects vary with the level of the caster) have the same effect as if they were a spell cast by an 8th level caster. This means that Dispel Magic would have to successfully Dispel up to 8th level in order to stop a potion from functioning. This is especially to be noted in cases where a potion’s effects may be temporarily interrupted by Dispel Magic (see Using Magic Items).
Clerical Staves
There are many types of staff usable by Clerics. All of these have several things in common. Unless stated otherwise, they may not be used (except as a simple quarterstaff) by any class of character except a Cleric. Unless stated otherwise, if used in combat, they act as a +0 Quarterstaff, acting as magical but having no attack level or damage bonuses. Activating any of these staves counts as a magic activate by the character. Some staves require a 0th level spell each time they are activated, out of that Cleric’s spell allotment for that day. All clerical staves have a Saving Throw vs. Destruction as shown on the Magic Item Destruction Saving Throws on page 12, unless stated otherwise. Clerical staves are not constructed, but are obtained directly by Clerics while in communion with whatever deity their church follows.
Staves of Commanding and Striking are two special cases. These may be obtained as clerical items but are more commonly uncharged magical staves with equivalent effects. Either a Magic User or a Cleric may use a magical Staff of Striking or Commanding.
The following are descriptions of the various staves used in the Clerical Staff Table.
Healing: This staff is able to heal any number of different living beings, at a rate of 1 being per Turn, 2-7 points per healing. No individual Staff of Healing may be used on any single living being more than once in any one day. This staff generates the equivalent of the spell Cure Light Wounds (1C) and so is subject to all of the restrictions of that spell. The staff must be in contact with both the Cleric using it and the being to be healed for a full Turn. This Turn may not be interrupted, or the healing is terminated with only partial effect.
Extra healing: Same as above, but does 4-14 points of healing as Cure Serious Wounds (4C).
Striking: This is a combat weapon that does 3 extra dice of magical damage per blow struck. Thus, strength bonuses are only added to 1 die of the 4 dice of damage. As with other staves, it uses the Quarterstaff line on the Attack Matrix. An Irish version of this is the Shaleile, which is a walking stick with a knob of the end. It uses the Mace entry in the Attack matrix, but still only does 1 die of physical damage.
Snake staff: This is a special type of staff that can either by used as a +l Quarterstaff, or can be ordered to strike to Entangle (use Fast Envelopment line on Attack Matrix instead of Quarterstaff). Once it has Entangled a foe, the Staff flexes and holds him with an equivalent Strength of 25, and thus will hold beings of lesser Strength than that.
Withering: This staff causes the destructive aging of any living being struck by the staff, at a rate of 10 years per blow. The victim gets a Saving Throw (as if vs. Death). Blows from this staff will not mature a young being, but simply reduce its life span. The effects of this staff can be counteracted by the use of one Longevity potion for each blow struck if the potion is drunk within 1 game day of the aging.
Commanding: This staff allows the wielder to cast the clerical Animal Control, Plant Control, and Human Control spells. No more than 1 spell per Turn. All controlled beings at any given time must be of one of the three types. This staff, and all following clerical staves, uses up a 0th level clerical spell for each use.
Life: This type of staff allows the user to cast a Cure Serious Wounds, Neutralize Poison, or Cure Disease spell.
Death: This type of staff acts as both a Staff of Striking and, when activated, also as a Staff of Withering for 1 turn.
Control: This type of staff acts as a combination Snake Staff and Commanding Staff.
Piety: This type of staff allows the user to cast Cure Light Wounds, Detect Evil, Protection Evil, Dispel Evil, Hold Person or Locate Object spell.
Restoration: This staff allows the user to cast a Cure Serious Wounds, Neutralize Poison, Purify Food & Water, Cure Disease, Restore (1-4) Life Levels, or Remove Curse spell.
Discovery: This staff allows the user to cast a Detect Magic, Detect Evil, Detect Traps, Detect Clerical Spell, Detect Injury, Detect Alignment, Detect Water, or Detect Possession spell.
Speaking: This staff allows the user to Speak Languages, Speak With Plants, or Speak With Animals, 1 at a time.
Holding: This staff allows the user to cast a Hold Person, Hold Being, or Hold Monster spell.
Magical Staves
Staves that can only be used by Magic Users, or by both Magic Users and Clerics, normally obey the following rules: Unless otherwise stated, a magical Staff may be used in combat as if it were a Quarterstaff +0. The powers within a staff may only be used by someone with the proper Activation spell (different for each type of staff, but all are based on Activate Staff, 2M. No staff that uses charges may hold more than its original maximum of 200 charges. Any staff casts its spells as an 8th level Magic User, or ½ the level of the user, whichever is higher. Thus, a 20th level Magic User can coax 10th level magic out of a staff. Unless stated otherwise, all staves use 1 charge each time they cast a spell. If a staff contains more than 1 spell, the user may cast any 1 of these spells at the time of activation. Staves that use charges may be recharged by the spell Recharge (5M).
Staves that contain Fire, Lightning, Energy, or Heat spells have a specific disadvantage: They can blow up! This explosion can be triggered deliberately by the wielder of the staff, as a measure designed to kill his enemies while taking his own life. It can also be triggered accidentally, by destructive magic hitting and destroying the staff. A Staff Explosion is calculated as follows: The Hit Points of damage done by a Staff Explosion at the point of the explosion are equal to the number of charges on the Staff at that point, times the sum of the Spell Point costs of the destructive magic on the staff, all divided by 10. Thus, a staff with 50 charges and the destructive spells Fireball and Fire Dart would do a basic damage of 50 Hit Points at range of 0”. Destructive spells only include spells that are Fire, Lightning, Energy, or Heat. Special note: any spells in a staff that are of a destructive energy, but do not do damage at the level of the caster (Firewall, Ball of Fire, etc.) have a special bonus. Such spells only count an appropriate fraction of their Spell Point costs for purposes of figuring out Staff Explosion. Thus, Wall of Fire would normally count as only 5/4 Spell Points, since it only does 2 dice of damage and not 8. Further, any Resistance spell that is listed on a Staff and normally applies to the wielder also applies to any Saving Throw made by the staff against that same danger.
The explosion radius and pro-rated damage on a Staff Explosion are figured out as follows: The explosion is a sphere with a radius equal to the Staff Explosion Hit Points divided by 64. The damage done away from the center of the explosion decreases by 64 points per scale inch. Thus, if no walls are around to compress the explosion, and someone is 1/4” from the staff that explodes, he will take 16 points less damage than someone touching the staff would take (16/64 = 1/4). Remember, however, that this explosion, like Bomb and Fireball spells, will be compressed and shaped by solid walls, and the referee should take this into account when figuring out the equivalent distance from the center of the explosion. This means that, if a character is standing 1/64 of the total explosion’s total distance out from the center, this should be compared to the explosion radius for figuring damage. Rather than simply measuring direct distance from character to staff, since the character may be getting hit with compressed explosion.
Now you can see the reason why most staves do not have several destructive spells in them: no sane Magic User would carry around such a potential bomb! However, as you can see, staves that have no more than one or two destructive spells aren’t too much of a danger, and can certainly be useful enough to be worth the risk.
Magical Staff Descriptions
The following is a description of some sample Magical Staves. As you can see, you can design many staves of your own, but this should give you a good basic list.
Commanding: This staff is the same as that usable by Clerics, but its use is restricted to Magic Users. It may be charged or uncharged. No more than one of the three spells may be in use at a time.
Striking: Same as Clerical staff.
Sorcery: This staff has the spells Vari-Ball, Vari-Bolt, Stonewall, Wizard Lock, and Fear Cone.
Protection: This staff has the spells Negation, Fear Cone, Levitation, and provides its wielder with continual Fire Resistance, Cold Resistance, and Double Protection.
Water: This staff allows the wielder to Walk on Water, Breathe Water, Part Water, Lower Water, Summon a Water Elemental, or to Speak Mer. Each of these uses charges except for Speak Mer.
Fire: This staff has the spells Vari-Ball, Micro-Ball, and Summon Fire Elemental.
Air: This staff has the spells Air Jet, Air Wall, Summon Air Elemental, and allows its wielder to speak Wisp.
Earth: This staff has the spells Rock-to-Mud, Stone-to-Flesh, Stone Wall, Summon Earth Elemental, and acts as a Staff of Striking that adds +1 to each die of damage.
Elemental: This staff allows the user to cast a Summon Elemental of any type, no more than 1 at a time, and uses 1 charge per Elemental summoned. Further, this staff enhances the control that the wielder has over the Elemental so that it will obey any command of the staff-holder unless someone physically attacks the staff-holder other than the Elemental.
Death: This staff has the spells Death, Individual Death, Cloudkill, Animate Dead, and Control Undead.
Ice: This staff has the spells Cold Cone, Ice Wall, Cold Beam and Freeze Water, and provides its holder with continual Cold Resistance.
Flame: This staff has the spells Flame, Firewall, Ball of Fire, Match, and provides its holder with continual Fire Resistance.
Detection: This is actually several types of staves, which can contain from 1-6 types of Detection and Measure spells. (See spell list). Any single Detection spell from this type of staff may be kept activated at any time without utilizing any charges. Activating any Measure spell or more than one Detection spell at a time uses up 1 charge for each extra spell.
Change: This staff has the spells Growth Plant, Growth Animal, Polymorph Others, Part Water, and Charm Monster.
Defense: This staff has the spells Anti-Magic Shell, Protection/Magic Missiles, Water Breathing, and Dispel Magic.
Discretion: This staff has the spells Mirror Wall, Projected Image, and Invisibility.
Walls: This is several types of staves, as a class. Any Staff of Walls should have from 1-6 Wall spells of various types, Fire, Ice, Stone, etc.
Light: This staff has the spells Continual Light, Continual Darkness, Invisibility, and allows its holder to See Invisible.
Transport: This staff has the spells Teleport, Dimension Door, Knock, Passwall, and Flying.
Winds: This staff has the spells Wind, Whirlwind, Air Jet, Vortex, and Wizard Wind.
Slumber: This staff has the spells Maxi-Sleep, Ultra-Sleep, and Awaken.
Combat: This staff, like the Staff of Striking, does not use charges for its Striking ability. In addition, however, it has the spells of Strength (x 1-4) and Smiting, which do use charges.
Lightning: This staff has the spells Vari-Bolt and Electric Micro-Ball, and provides its holder with Electrical Resistance.
Repair: This staff has the spells Dispel Magic, Remove Curse, and Healing (4M).
Traveling: This staff has no direct spells and no charges, but it adds 3” to the movement speed of the holder, will stand balanced upright if commanded to do so, and improves the holder’s Saving Throw against falling into pits and other such traps by 10%.
Those staves where the notation simply tells how many spells and what types are to allow the referee to roll randomly for more unusual staves. Perhaps designed for a specific Magic User’s needs.
A Staff with an IQ and an Ego also has an alignment, and acts as such. It may also control the holder. See Intelligent Weapon rules for results.
Wands
Wands are a Magic User’s best weapons, in many cases, or simply another useful tool of the trade. Wands are a means of storing up spells for later use, especially those spells you would always want to have, but not necessarily want to memorize.
A wand may include any Magical Spell of levels 1 to 6. No wand can contain more than one spell or more than 100 charges. Because of the nature of the use of wands, and the relative construction costs, most wands are of lower level spells and less expensive spells (in Spell Point cost).
A wand may only be activated by a Magic User, using the Activate Wand Spell (1M). A wand may be recharged up to its maximum capacity by use of the Recharge spell (5M) cast in conjunction with the spell that the wand holds. See the description of Recharge. Each casting charges the wand by 1.
A spell cast from a Wand is cast at a Dexterity Count determined only by the spell point cost of the Activate Wand spell, not the cost of the spell contained within the wand. This makes the wand a very rapid form of magic.
Unless it is labeled, an unidentified wand can only be identified by using it or by the use of a Magic Analysis spell (3M).
A normal wand casts a spell that has the same effect as if the spell were being cast by a 6th level Magic User. No matter what level Magic User would be necessary to cast the spell. See the Magic Construction Rules for more information about Wands.
Rings
Other than swords, rings are possibly the most common types of magic item out of myth and legend. Magical rings can help you or harm you, cast spells on the wearer or on others (with limitations). The limitations in what kind or rings are possible are simple. A ring may only cast a spell on anyone other than the wearer if it is designed as a Spell Storing type of ring, either to be recharged by a Magic User, or that recharges itself a limited number of times per day. Rings that only add to the inherent powers and abilities of the wearer usually have no limitations in terms of charges, unless stated otherwise. Rings that actually cause some alteration in the wearer (Polymorph Self, Healing, etc.) have some form of limitation in most cases, since they are most economical to construct in that form (see Magic Item Construction Rules). Any character can wear one or two rings (no more than 1 on each hand). Any character may activate any normal ring. It is possible (see Magic Item Construction Rules again) to construct a ring that may only be activated by a Magic User. Rings, unless designed otherwise, are assumed to act as if the spells contained in them had been cast by a 10th level Magic User.
Detection rings: These rings are designed to allow the wearer to detect the named type of thing, as if casting the appropriate Detection spell as a 10th level Magic User. Thus, most of these detects have a 10” range when in the form of a ring. The only unusual ring in this section is the Movement Detection Ring, which allows the wearer to detect whether he himself is in motion or whether any other single object within 10” is in motion. The wearer may use this ring to “sweep” an area in front of him when he is unable to see, and he would thus note anything moving in the area being checked.
Control rings: These rings are designed to allow the caster to cast the Control spell named, normally 1-3 times per day (roll randomly when ring is found, or as constructed by a character). While it is possible to construct a Control Ring that will work more often, it is usually considered more expensive than practical to do so. In cases where there is no specific spell description for the spell named, use the information for Human Control, but applied to the type named. The spell, when cast from a ring, lasts until dispelled.
Resistance rings: These rings are designed to give the following advantages to the wearer: Against the type of magic or damage named, the ring improves the Saving Throw rolls of the wearer by 10% and subtracts 1 per die from any damage taken of that type. Thus, a Ring of Poison Resistance would adjust the Saving Throw vs. Poison and subtract 1 per die from the damage taken by the wearer. A Ring of Type VI Magic Resistance would help the wearer against Lightning Bolts, Air Jets, and any other Type VI magical spell. These rules apply to any Resistance magic items, no matter what shape.
Defensive rings: These are rings that are continually functioning, usually based on the magical spell of the same name as the Ring. The special cases are Ring of Fog, which is based on the Illusionist spell, but with a reduced radius. Light Adjuster, which allows the caster to increase or decrease the light around him from weak daylight to total darkness. Protection/Life Level Drain, which gives the wearer a Saving Throw vs. Life Level Draining attacks, or a 10% modifier against such attacks that already give a Saving Throw. Slow Bleeding, which reduces by 1 point per Turn any bleeding or deterioration of the wearer, conscious or not, as long as the wearer is alive. Spell Turning, a special case all its own.
Ring of Spell-Turning: This is designed to deflect magical spells that are aimed directly at the wearer. A percentage (from 1-100%) of any spell that is aimed directly at the wearer of an item of Spell Turning is reflected back at the caster of the spell. Spell Turning will not affect spells that are cast from an implement, but only directly cast spells (Magical, Clerical, and Druidic). Spell Turning will not affect spells that are aimed at an area that happens to include the wearer (such as cones, Fireball spells, or spells that affect all or most persons in a fixed area). Spell Turning will affect Micro-spells, Beam spells, Individual spells, and those parts of a Bolt spell that includes the wearer. Thus, if someone wearing Spell Turning were hit by a Lightning Bolt, he would reflect a percentage of that part of the Bolt that hit him back at the caster. Others hit by the same Bolt would not be protected in any way. In the case of Charm and similar spells, if the wearer of Spell Turning rolls 1-50%, he is still affected by the spell and must make his Saving Throw. If he rolls 51-100%, the caster must make his Saving Throw against his own spell. In cases where the spell that hits the Spell Turning would cause damage, the rolled percentage in damage is reflected back at the caster, who must attempt to make his own Saving Throw vs. Magic. Spell Turning will not affect the natural abilities of beings or monsters (such as Dragon Breath or Stone Turning).
Active rings: These include all of the rings that are of miscellaneous types which either must be activated or affect someone or something other than the caster. In cases where the vision of the wearer is enhanced (Infravision or See Invisible), the item stays activated, once activated, until removed or de-activated. Where a spell is named, and a number of uses per day are indicated, simply refer to the spell descriptions. The Healing Ring is based on the 4th level magical spell, and heals the wearer 1 point per Turn. “ZAP” Healing is a special type of ring that can be activated to heal whatever damage is on the wearer, up to its maximum limit per day. This healing is done instantly, during the Magic Phase in which the ring is activated. Note that the Healing Ring need not be activated, but will work automatically, while the “ZAP” Healing Ring must be activated.
Cursed rings: These are some of the possible cursed rings, some of them deliberate traps, and others the result of bungled research. Cursed Rings, and other Cursed items that are worn, can only be removed by a Remove Curse (clerical or magical) or by being placed in a magic-damping area of some sort. A Dispel Magic will not suffice. Other Cursed Rings normally cause the wearer to have to roll a Saving Throw vs. Magic, and failure to achieve this Saving Throw will allow the ring to take effect. A Ring of Treachery will cause the wearer to subtly betray his fellows and destroy them. A Spell Point Eater will consume from 1-100 Spell Points, if the wearer has Spell Points. A Ring of Drain 1 Life Level/Turn will do so each Turn the wearer does not achieve his Saving Throw vs. Magic. A Ring with Poisoned Pin may be of any type, but will do from 2-20 hit dice of poison damage to the wearer (1-10 dice if Saving Throw achieved). A Ring of Geas will cause the wearer to be controlled to the extent of being ordered by the ring to perform some dangerous task (referee discretion) or die. An Intelligent Ring will attempt to control the wearer (see Intelligent weapons rules). A Ring of Solidification will solidify the air or water around the wearer, suffocating him. This solidification may be dispelled by a Dispel Magic, but there is no Saving Throw for the wearer of the ring if such a Dispel is not available.
Special rings: These are some of the more rare and expensive rings, not commonly found simply because they are not commonly produced.
Rings of Spell Storing contain 1 or more spells of any type, can be worn by any character class, but must be refilled by a Magic User. Multiple spells in a ring will be related, such as a Ring of Spell Storing, Fireball and Mini-Ball. The level of the stored Fireball would be that of the Magic User who last filled the ring by casting a Fireball spell into it (not simply at the ring, but deliberately into it). If the spell to be stored is variable in any way other than range or position, the Magic User who fills the ring must determine the limits. Thus, a Spell Storing Ring with Vari-Ball in it will have to have a specific size stored in it. When activated, the spell comes out of the ring after a slight delay, the delay time in Dexterity Counts being equal to the Spell Point cost of the spell to the Magic User who filled it.
Regeneration Rings are a much more powerful form of the Healing Ring (Active Ring section). A Regeneration Ring will heal the wearer 1 point per Turn, with no upper limit per day (except for the number of Turns in a day). A Regeneration Ring will even attempt to heal a character who is unconscious, or who has absorbed damage greater than his death level while wearing the ring. If a character has more damage on him than his death level, and was wearing a Regeneration Ring when he exceeded this death level, the ring will attempt to heal him at the normal rate. But with an N% chance of failure, where N is the number of hits that the character was beyond his death level. If the Regeneration Ring is removed (destroyed, deactivated) while the wearer is still in excess of his death level, the character dies. A Regeneration Ring will heal a character that was not wearing it at the time the damage was absorbed only if the damage did not kill the character. A Regeneration Ring will not heal a character whose body fails to achieve a Saving Throw vs. Body Destruction, if required.
Strength +2-12, (all day) will add the rolled number to the strength of the wearer. The amount is rolled when the ring is made, not variable on any one ring.
Anti-Magic Shell (1 per day) means that the wearer may, once each day, activate the ring and it will cast an Anti-Magic Shell (6M) around him, with the same limitations as the magical spell.
Wishing (1-3 wishes) means that the ring allows the wearer to make the indicated number of wishes and is then forever used up. The success of a wish is largely up to the referee, but should generally do exactly what the wearer asks. As long as the wish neither (1) alters the flow of time or past events too drastically or (2) requires the wish to transport or create magic items of any kind. Thus, a wish could be used to snatch a body out of the jaws of destruction, if it would have been destroyed, but not bring along magic items. A wish could not be used to cause a major event not to have happened in the past, but can alter it slightly (such as a captive’s body being removed from a Troll’s lair before being eaten, but after being killed). A smart player will save Wishes for emergencies, and not waste them on minor things. A smart referee will be careful in what he allows his players to do with their Wishes.
Miscellaneous Magic Items
There are many magic items that fall under this category, but a few rules and limitations are common to all of them. First, there is a limit to how many a character or being may wear at one time, of those that are to be worn. This limit is 1 Helm, 1 Cloak, 1 set of Boots, 1 Medallion, 1 Amulet, 1 Scarab, 1 set of Gauntlets or Gloves, and 1 Belt or Girdle. Common sense should be used when applying this limit, and with reference to unusual magic items. A magical set of Goggles would not be adding another item to what may be worn, since they would replace a Helm, and both could not be worn together. The second limit is a simple one: The shape of the item should be related to its powers and purposes. That is, Gauntlets should be related to things done with the hands, Boots to things done with the feet, etc. If the name of the item is the same as that of a magical or Illusionist spell, assume that it performs as the spell does unless the description of the item states otherwise.
The most important limitation of all is that, unless the item is of a Spell Storing type, a magic item that is worn should not cast spells on other than the wearer. Spell Storing, as in the Construction rules, includes both those items that need to be filled by a Magic User, and those that refill themselves. Miscellaneous Magic Items that cast energy or destructive magic are especially to be avoided, if they are to act constantly or refill themselves. This last restriction is both for game balance and for the sake of the magic system, since it isn’t nice to create energy out of nowhere. Unless stated otherwise, any item in the Miscellaneous Magic category can by used by any character that can wear the stated type of item. Magic Users (other than combination characters or Elves) cannot wear items described as being armored. Humanoids cannot wear bridles and saddles. Again, use common sense where needed.
Helms
Most of the powers of the Helms are self-explanatory. Unless stated otherwise, a Helm is designed to constantly cast a spell on the wearer, as long as the item remains active. When designing Helms for additional items, remember that Helms should contain magic related to the head and senses, or that involve mental spells.
A Helm of Telepathy gives the wearer the power of the 4th level magical spell.
A Helm of Reverse Alignment alters the alignment of the wearer, if he fails to achieve his Saving Throw vs. Magic.
A Helm of Protection/Mental Spells prevents the wearer from being affected by, and from casting, any mental spells of a magical, Illusionist, or clerical nature that involve illusion, controls, charms, holds, etc. It would not prevent physical effects that are mental in origin, such as Type III magic that has physical effects (Teleportation, Magic Missile, etc.).
A Helm of All-Around Vision is a featureless helm with no eye-slots that gives the wearer the ability to look in any direction, even behind him. He cannot see in all directions at once, but has a normal field of vision in any direction. It takes 1 week of concentrated effort to learn move around comfortably while wearing and using this item, since it blocks normal viewing.
Helm of Blinding Brightness is a shiny gold-colored helm that contains a jewel set at the tip. This jewel, upon command, will emit a bright light, equivalent to a Flash spell in brightness, from 1-3 times per day. The Helm itself, in daylight or equivalent, will cause any being using normal vision to avert his eyes from the wearer if possible.
Helm of Teleportation does not itself contain that spell, but enhances the use of it by a Magic User. There are two possible uses of a Helm of Teleportation: either a Magic User may use it to multiply the number of times he may Teleport with a single expenditure of spell points (times 1-4, rolled randomly each use). Or he may use the Helm to convert a Teleport spell to a Passenger Teleport spell, but not both. Thus, a Magic User might Teleport for 1-4 times for the cost of a single Teleport spell, or take someone along with him. All of the uses of such a Helm on a single Teleport spell must be within one day.
Cloaks
A cloak is the basic form for magic that must encompass the whole body. Cloaks that resist magic or physical forces, and cloaks that affect the appearance of the wearer, are good examples. Normally, Cloaks are always functioning, rather than needing activation. The exceptions are noted below. Unless stated otherwise, the Cloaks act as the magical or Illusionist spell of similar name.
A Cloak of Mist allows the wearer, upon activating the cloak, to turn himself and the cloak into Gaseous Form, as the spell.
A Cloak of Darkness makes the cloak and wearer black as a shadow and effectively invisible in shadows and at night.
A Specter Cloak makes the wearer invisible, but leaves the cloak visible.
A Cloak of Flying must be activated and is designed to travel at a fixed speed, determined by the referee when it is found.
A Cloak of Vampirism is considered by some to be a cursed item, since it gives the wearer the powers and abilities of a Vampire, but has a 10% chance per day of converting the wearer to a vampire in the process.
A Displacer Cloak uses the spell Displacement (2I).
A Cloak of Disguise Self uses the Illusionist spell of the same name.
A Cloak of Tireless Swimming is made of enchanted sealskin and enables the wearer to float or swim for 16 hours per day without sinking, of which 1 hour per day may be active swimming for each point of Constitution the wearer has.
A Cloak of Camouflage allows the wearer to blend into any non-moving background with a 90% chance of not being spotted by any single being who looks in his direction.
Boots
Boots are a very simple type of magic item to design: They involve the feet, protecting them or enhancing them in some fashion. Boots of Speed, Flying, and Levitation are exactly what the magical spells say, with the speed of the flying limited as in the case of the Cloak.
Boots of Silence allow the wearer to move without making noise, but do not cast a silence around him or prevent him from hearing sounds.
Boots of Water Walking allow the wearer to walk at normal speeds on water as if on land.
Boots of Tireless Walking allow the wearer to walk across all solid surfaces for as many hours as he can stay awake, without physical exhaustion beyond that of carrying whatever load he has.
Boots of Balancing allow the wearer to balance on narrow planks, tightropes, etc., with 99% success.
Boots of Agility add 2-12 (determined for each pair of boots) to the Agility of the Wearer, with all appropriate benefits to Saving Throws and combat.
Medallions
Medallions are a form of magic item that includes most types of activated magic. Most medallions are in a circular form, sometimes with precious metals and gems that are worn about the neck on a chain. Medallions may, in theory, contain any type of active magic. All medallions must be activated in order to function, and most hold a limited number of charges; either per day or until recharged by a Magic User. The exceptions to this are items that provide a minor enhancement to the wearer (Speak Languages or Infravision) or that merely contain a Detection or receptive Mental spell (such as ESP).
Medallion of Elemental Summoning calls up one of the four types of elemental, of no more than 10th level (determined randomly by the referee per Medallion). Thus, a single Medallion calls up a single Elemental, of Air, Earth, Fire or Water. The person using this medallion need not be a Magic User, but the same restrictions apply on what he may do and still control the Elemental as if he were casting the Conjure Elemental spell directly.
Medallion of Spell Storing is similar to a Ring of Spell Storing. For example, a Medallion of Spell Storing (1 Lightning Bolt) would be possible. Only magical spells can be stored in this or other spell storing implements, not clerical ones.
Medallion of Lycanthropy: This type of Medallion allows the wearer to change from human form to animal form and back, as in the case of a Werewolf or other Were creature. Each Medallion is designed to change its wearer to a specific shape. If that shape, in Were form, is of an alignment other than that of the wearer normally, his alignment changes to that of the Medallion’s form. Thus, a lawful human activating a Medallion of Lycanthropy (Chaotic Werewolf) would change to a Chaotic Wolf form, still wearing the medallion. In Were form, the person has all of the powers and weaknesses of his new form, including the vulnerability to silver and limited intelligence.
Medallion of Pyrotechnics (1-3/day) allows the wearer, upon activating the medallion, to fire a Pyrotechnics spell from it.
Amulet
Amulets are the shapes of protective magic. An amulet can be in any number of forms, but for the sake of clarity, we define amulets to be those small magical symbols or gems that are attached to clothing, that are in symbolic, stylized, or geometrical shapes. An amulet that is in the shape of a living creature of any kind is called a Scarab in these rules, and is counted separately in the limits of what magic may be worn.
Most Amulets contain a normal magical spell of a defensive or protective nature, or the same spell as a previously described magical item. The others are:
Amulet vs. Clairvoyance & ESP: This Amulet prevents the wearer from being observed by spells of Clairvoyance, Clairaudience, or ESP, or by implements utilizing these spells.
Amulet of Mental Spell Resistance: This Amulet improves the Saving Throw roll of the wearer by 10% if a mental spell, magical or clerical, is cast at her.
Amulet of Double Protection: This Amulet adds +2 to the defense level and Saving Throw rolls of the wearer.
Amulet of Stone-Turning Resistance: This amulet improves the Saving Throw of the wearer vs. being turned to stone by 10%. It subtracts -1 per die from any stone-turning effects that are hit-die based (that is, when the number of points of stone turning are rolled randomly, on dice, like Fire or Cold damage). For all-or-nothing stone turning, the Saving Throw is improved by 20%.
Amulet of Susceptibility: This cursed Amulet add 40% to the rolled Saving Throws of the wearer and subtracts 4 from his defense level.
Amulet of Protection/Self: This Amulet is the paranoid’s dream. It gives the caster a bonus of 10% on Saving Throw and -1 per die on damage against any spell that he himself throws, in cases where he accidentally includes herself in a spell, or has it turned or reflected back by the target.
Amulets, because of their protective nature, are always activate, and must be constructed as such (see Magic Construction Rules) to be generally useful. In theory, any spell that is protective could be put into an Amulet. In practice, spells that are basically protective vs. magical effects and physical effects are put into Amulets, while clerical protections, curse protections, and certain other related things are put into Scarabs. In theory an Amulet is normally magical in origin, while Scarabs are Clerical in origin, so this division is easy to explain.
Scarabs
These magic items are generally in the shape of a plant or animal, small, sometimes made of a gemstone, inscribed with either holy symbols or magical runes. They are worn pinned to the clothing of the wearer, somewhere over the heart or nearby. Some of these Scarabs may be constructed by Magic Users, but those referring to clerical powers (healing, vs. demons or Undead, etc.) are clerical in nature, and are obtained by appropriate Clerics in favor with their relative deities who commune and ask such an item from above (or below, in the case of certain chaotic Clerics). Scarabs are always active in their protective abilities, but may not do anything active except under limited circumstances. The various Detection Scarabs are magical in nature, as are most of the cursed Scarabs. The others are normally clerical in nature
Scarab vs. Clerical Death Spell: This Scarab is able to absorb into itself, without harm to the wearer, from 1-6 clerical Finger of Death spells, no more than 1 in any given Turn.
Scarab vs. Demonic Possession: This Scarab helps to protect the wearer against Demonic possession by the following procedure: any Demon attempting to possess the wearer of this type of Scarab must make its own Saving Throw vs. Magic, or find itself contained within the Scarab for a period of no more than 24 hours. The Demon may not leave the Scarab during this 24 hours under its own volition, but may be released by the wearer of the Scarab upon making whatever promises the wearer deems necessary to protect himself from later revenge. The Demon may not break any promises made under the control of this Scarab, but need not make any promises at all if it chooses to simply remain in the Scarab for 24 hours. After that time, the Demon is free to do as it chooses, or to follow the original orders it had before attacking the wearer of the Scarab, if any. A Cleric of sufficient level may cast a Dispel Demon at the Demon while in the Scarab. This will release the Demon from the Scarab whether or not the Dispelling is successful. If the Demon is neither released voluntarily nor Dispelled within 24 hours, the wearer probably does not want to still be wearing the Scarab, since the release of the Demon will leave a somewhat annoyed Demon standing next to him.
Scarab vs. Exorcism: This Scarab is generally chaotic in origin, and is a favorite amongst the demonic set. Any being possessing the wearer of such a Scarab may not be exorcised by a clerical Exorcism spell. A Demon may trick a being into wearing such an item before or after successfully possessing him.
Scarab of Life Level Protection: This Scarab gives the wearer a Saving Throw (as if vs. Death) against being drained Life Levels when hit by a being or spell that would do so, or with a 10% bonus on his Saving Throw in cases where a Saving Throw is already applied.
Scarab of Non-Degeneration: This Scarab acts like the clerical spell of the same name, taking effect whenever the wearer is damaged to the point of unconsciousness but not death.
Scarab of Enemy Enragement: This Scarab, one of the cursed ones, causes any enemy attacking beings including the wearer to have to make a Saving Throw vs. Magic. Those failing to achieve this Saving Throw will attack the wearer of the Scarab in preference to other targets of comparable importance. The wearer will normally believe this Scarab to be of some beneficial type, perhaps Enemy Detection.
Scarab of Courage: This Scarab gives the wearer a bonus of 20% to his Saving Throw vs. Fear effects of any kind.
Scarab of Charisma: This Scarab gives the wearer an apparent Charisma 3 points higher than his natural one, for all purposes other than qualifying for special types of character (such as Paladin).
Scarab vs. Lycanthropy: This Scarab will prevent the wearer from falling under the control of a Were form, or changing shape if he already is a Were creature of any kind. Thus, someone wearing such a Scarab could not be changed into a Werewolf by a bite from one, and a Scarab of this type would prevent a Werewolf in man-form from changing into a wolf.
Scarab of Insanity: This Scarab, while masquerading as some more beneficial type, will slowly cause the wearer to become insane (type of insanity at discretion of referee), curable only by a clerical Cure Insanity spell (4th level).
Gauntlets and Gloves
This shape of magic item should have powers that directly reflect the abilities of the hands and arms. Normally, these are always active, rather than having to be activated, and provide the wearer with some particular bonus that never changes within any given set of gauntlets or gloves. Either gauntlets or gloves of a pair must be worn to provide this bonus, as in the case of boots. Gauntlets are armored and gloves are not. In all descriptions, the term “Gauntlets” also applies to the unarmored gloves that could occur. It’s just shorter this way.
Gauntlets of Striking: This type of Gauntlet gives the wearer a damage bonus of from +1 to +3 per die with any melee weapon used while wearing them. This damage bonus will add to the damage bonus on a weapon being wielded. If Gauntlets of Striking +1 are being used with a +2 damage bonus weapon, the bonus will be +3 per die. Gauntlets of Striking +1 are sometimes called Gauntlets of Gargoyle Power, and Gauntlets of Striking +2, Gauntlets of Ogre Power.
Gauntlets of Quickness allow the wearer to take 1 extra blow in melee, above and beyond all non-Magical adjustments. Magical adjustments such as Haste will override. This extra blow is added in after other adjustments are calculated for encumbrance and abilities. This extra blow is added for any weapon of length 10 or less.
Gauntlets of Accuracy add attack levels to the wearer, normally from 1 to 3. These added attack levels do not add on to attack levels gained from an enchanted weapon, although they do add to levels gained from abilities and from strength adjustments. Thus, a Fighter with Gauntlets of Accuracy +2 and a Broadsword +l Attack Level would only add +2 to his attack level, not +3.
Gauntlets of Archery add their bonus to the Archery die roll to hit, as if they were magical bows. Their bonus is determined by rolling on the Non-Intelligent Weapon Attack Level Bonus Table, ignoring 0 and negative results except in the case of cursed gauntlets. These Gauntlets add their bonus to archery projectiles, but not to already magical bows and slings. As with the previous type of Gauntlets, the more magical (higher +) of the bow and the gauntlets takes effect, rather than adding together.
Gauntlets of Gripping: These gauntlets can be commanded to hold any specific object, and results of “Drop Weapon” on the Surprise or Fumble Table will have no effect. However, the grip may only be deactivated during Magic Phase, and therefore it takes more time to change weapons than usual. When using these gauntlets, it takes two extra blows worth of time above normal to change to another weapon. Thus it can take from 1-2 Phases to get rid of a mace, and draw something else.
Gauntlets of Climbing are specially designed gauntlets that allow the wearer to grip tiny cracks in vertical walls, or to hold onto ropes, allowing him to climb at twice the speed of a normal man with the same encumbrance (normally 1/12 of the horizontal speed of the same character).
Gauntlets of Combat are specially designed for combat using Armored Fist. They do 1 die of damage instead of the normal 1 die -1, and have a damage bonus from +1 to +3 per die of damage.
Belts and Girdles
The basic symbologies of magic cause belts and girdles to have the same set of powers that are often found in cloaks. Basically, belts and girdles should contain powers that directly protect or enhance the entire body. Girdles are armored whereas belts are not. Most belts and girdles (called “Belt” in the descriptions) contain normal magical spells or Illusionist spells, but never clerical spells. Of those listed, only Polymorph Self, Levitation, Growth or Diminution, Strength Multiply, Anti-Magic Shell and Flying Belts must be activated.
Belt of Lightness: This belt reduces the amount of encumbrance of the wearer by from 10 to 60 pounds, rolled randomly by the referee.
Belt of Growth or Diminution: This belt allows the wearer to become any size from 6 inches tall to 12 feet tall, changing his size no more than 3 times total per day.
Belt of Giant Strength: This Belt adds 11 to 20 to the Strength of the wearer. This Strength bonus is not additive with any other magical or clerical Strength enhancements, but takes over from any lesser ones, and gives in to any stronger ones.
Belt of Strength Multiply (1/day): This Belt contains the magical Strength spell (4M). It allows the wearer to activate this spell once per day, multiplying his Strength by 1-4 times, as described in the spell, with all bonuses derived from the increased Strength.
Belt of Flotation: This belt allows the wearer to sink into water no further than the level of the belt.
Belt of Mini-Strength (all day): This belt adds from 2-12 (determined per belt) to the Strength of the wearer, and may be worn all day, every day, without ill effects.
Containers
Magical containers may have just about any power suitable to their shape and size. Usually, from their name, they are capable of containing something or already do. There are several powers common to more than one size or shape of item, and these are described by their power, rather than their shape.
Holding items (Large Sack, Small Sack, Backpack, and Saddlebags) all have in common that they are bigger on the inside than they are on the outside. The inside of a Holding item is in another dimension, and most of what you put inside simply sits in one place there, not moving around with you when you move the item. Thus, a Holding container carries any amount of matter up to a limit of 33 1/3 times the normal carrying capacity of that container (33 in the case of a Flask), with a reduction in weight of 33 1/3 times. 100 pounds of gold would weigh only 3 pounds to the carrier of such an item. No item may be put into a Holding item that cannot fit through the mouth or opening of the item. No item may be put into or removed from a Holding item while it is in a magic-damping area, or anywhere where magic will not work temporarily. The destruction of the Holding item will result in the permanent loss of all items stored “inside” it. Living beings may be put inside such items (if they fit through the opening), but will find it very uncomfortable. Living, conscious beings should remain inside a Holding item no more than 12 Turns at a time for any reason.
Lightness items all have in common that they reduce the apparent weight and encumbrance of things put inside them, although no more may be put into such an item than into a normal container of that type. A Lightness item carries its normal capacity with only the weight and encumbrance of the container itself, not of its contents.
A Backpack of Readiness will hold from 1-4 items in position to be summoned by the wearer. The wearer simply has to reach his hand into the Backpack and call “cross” or whatever the item is, and it will leap into his hand, no matter how much junk is in the Backpack. Such a Backpack will hold no more than a normal one in weight or encumbrance; it just helps find things quickly.
A Flask of Djinn/Efrit contains one of the two types, to be summoned out by whoever uncaps the Flask. Remember, however, that someone may have put that Efrit inside the flask for a very good reason.
Flask of Alchemy: This flask is built to convert any one specific substance into another specific substance. It may convert water to wine, or wine to water, or a certain poison into an antidote of that poison, or vice-versa. It normally will not create potions.
Flask of Gushing Water: This type of flask, when uncorked, will shoot out an apparently endless stream of water, with enough force that it is difficult for a normal-strength man to put the cork back in. Either a person with at least Strength 25 (to re-cork it) or a Dispel Magic (to stop it) will turn this one off.
Flask of Potion Multiplying: This type of flask multiplies the duration of effect of a potion from 1-4 times, if it is first poured into this flask. In the case of a Healing or Extra-Healing potion, the healing continues at the same rate for a longer time. In the case of a Poison, it does extra damage. Otherwise, only the duration is altered. A 4-sided die is rolled each time this flask is used, and a result of 1 means that the flask is exhausted for the day.
Trackless Dust eliminates the tracks of 1 or more humanoids, and a small bag contains enough to cover tracks for ¼ mile. Tracks that have been covered with this dust cannot be traced by any non-magical means.
A Cauldron of Potion-Brewing allows potions to be produced by a Magic User in ½ the normal time and at a cost of ½ the normal Spell Points needed for producing a similar potion. This cannot be used by an Alchemist, but only by a Magic User.
A Cauldron of the Undead is used to animate Zombies or Skeletons, by putting bodies or bones into the cauldron. These animated Undead are under the control of whoever is using the Cauldron. No more than 1 body every 10 Turns may be processed in this manner, but there is no limit to the total number of Undead controlled.
Miscellaneous Shapes
This section contains all of those oddball things that don’t fit anywhere. Any power is possible, as long as it is appropriate to the shape or form of the item. Magical ropes should do things logical for a rope, and so on.
A Hand of Glory appears to be a severed human hand, somewhat mummified, holding a black candle. When this candle is lit (it is not consumed by burning) the Hand allows the holder to Detect Gems, Detect Gold, and Detect Platinum. It also acts as a Protection spell vs. Good opponents, and radiates an Evil aura when lit.
A Flying Broom is just that, able to carry up to 200 pounds of weight at 36” per turn, and 400 pounds of weight at 24” per turn. It is activated only by its own Word of Command, this word is different for each Broom. Some have this word written on the handle (the previous owner might have had a bad memory). Otherwise, the Word must be determined by magical or clerical means. Magic Analysis is not sufficient to determine this Word.
A Flying Carpet will carry up to 600 pounds at 24” per turn when flying. It has a Word of Command, as a Broom does.
A Teleporting Carpet will Teleport (as the spell) once per day, carrying with it no more than 600 pounds. It has a Word of Command, and the person speaking the Word is the one who must have the destination memorized. See Teleport (5M) for details.
A Mirror of Soul Trapping has the same power as the special shield power of the same name.
A Mirror of Magic Reflection has a 1/3 chance of reflecting back any directed spell that is aimed at someone deliberately holding the mirror toward the spell.
A Mirror of Clairvoyance allows the holder to use the mirror as a means of focusing the spell of that name. Anyone may use such a mirror, and Magic Users may cast additional, related spells and have them work along with the Clairvoyance, such as Clairaudience or ESP. Limits as the spell of the same name.
A Rope of Climbing will obey commands to a limited extent, raising one end over a wall, gripping bars or other support points, within the limits of its length, with the strength of a normal rope.
A Rope of Stiffening will stiffen to rocklike hardness in any position it is placed, upon command of the holder. It can be used to form a ladder, barricade a door, or used in countless other ways.
A Rope of Entanglement, upon command, will attempt to actively trip and entangle anyone that it touches, whether stepped on or thrown. Use Fast Envelopment Attack Matrix line for tangling, and the Entanglement Saving Throw of the victim for tripping.
A Saddle of Lightness subtracts 50 pounds from the apparent weight and encumbrance being carried by the horse or other animal wearing it. This allows a Light Horse to carry a rider in armor, and other such adjustments.
A Bridle of Invisibility turns the wearing animal invisible, as if it were a Ring or other item for a humanoid. Any animal must be trained to move while invisible.
A Crystal Ball is an item strictly for Magic Users, based on the spell Clairvoyance. Some also have such things as ESP, Clairaudience, or other sensory spells. Offensive spells are not permitted in this form, and therefore the Crystal Ball cannot cast a spell on someone being viewed.
A Torch of Brightness will, upon command, brighten as if a Flash spell were cast at the end of the torch. It may do this no more than 3 times per day. The torch is not consumed by normal flame, but merely burns with a magical fire when lit.
An Eternal Torch is merely a torch that, once lit, is not consumed, and cannot be extinguished except by the use of an Extinguish Fire spell.
Camp Wards come in sets of 12. These little black pyramids, 3” tall, are activated when they are set on the ground, no more than 24’ from one to the next, in any shape around an area. They act as a Protection spell to those within, and will flash a blue light when any Enemy approaches nearer than 12” to any Ward. All 12 must be used together in order to function.
A Lantern of Truth Detection casts a warm, yellow light that can be aimed at any person or being. If that person or being tells a lie of any type, the light will turn blue for one Phase.
A Lantern of “Light of Truth” acts as the Illusionist spell of the same name, for no more than 12 Turns at a time. It may be used no more than 3 times per day.
A Bridle of Animal Control continually casts that spell on the wearer of the Bridle, giving control to whoever holds the reins. This Bridle will not work on Monsters, but only on normal animals.
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